#risk_ideas
1 messages · Page 1 of 1 (latest)
Suggested by @fickle mesa (User ID: 861625285534023740)
A "soft" blizzard mode seems like a compelling idea to me and might be worth experimenting with internally. It would work the same as blizzards, except instead of a hard blockage, the territory starts with an fixed amount of neutral troops (50?). As a twist, the troop count goes down each round to gradually increase the tension about when someone might break through it; a sort of "Civilization in Decline" type vibe. It could work well with standard blizzards enabled at the same time (on large enough maps). There is also a lot of room for per-map tuning if that was desired. I'll admit, when I first played with Blizzards, I assumed they would "melt" at some point, given the name.
Suggested by @warped valley (User ID: 396673647278030851)
a random map feature then when selected will randomly choose from any maps you have unlocked. will make for more interesting game play because you will not know what map your playing till game begins.
Suggested by @wide lark (User ID: 505849801959800834)
+suggestions add daily and or weekly and or monthly quests with the reward being like 10-30 gems
Suggested by @autumn star (User ID: 746900451340845087)
Advanced Continents Map Pack. Expand the Brazil Advanced map to a South America Advanced map. Expand the Canadia Advanced map to a North America Advanced map. Expand the Australia/New Zealand map to a South Pacific Advanced map. Create an all new Asia Advanced map.
Suggested by @slender sandal (User ID: 703242558322769970)
Make it possible to see opponents stats after the game.
Suggested by @tiny loom (User ID: 328315256113987584)
Battle Points Levels Seasonals So in most game with similar system, either it is a season pass or it's a special track that reset on his own schedule (3 weeks, 1 month, 2 months, etc.). So it would be nice if the Battle Point track reset at some points too, so we can have the fun to level up again. And since there are seasons in Risk, that would be nice to match it. For every reset, there would be new rewards on the track, making each Risk season unique .And for stats purpose, it would show in our profile our level / max level for that season: So "Season 1-6: Non applicable. Season 7-8: Lvl 25/25 , Season 9: Level x/y (depends on what will be the max level), etc. "So we can still feel proud of reaching max level and make it a goal for every season. (I put season 7-8 together, because with the actual cap of BP a day, it won't be possible to reach the maximum in 1 season.
Suggested by @floral nacelle (User ID: 874164087376986143)
Make it still possible to report a player, after you're eliminated or the game ends, from their profile pic on the player screen at the end.
Suggested by @autumn star (User ID: 746900451340845087)
A player can earn five tokens by watching one ad or can earn two gems by watching one ad. Therefore someone should be able to use gems to buy tokens at an exchange rate of two gems for five tokens.
Suggested by @wary nimbus (User ID: 928312543947132959)
A random map selector that will choose from any unlocked maps. This way, instead of choosing favorites repeatedly, a player can choose “Random” and not know what they are going to get.
Suggested by @tiny loom (User ID: 328315256113987584)
Rejoin current lobby In the game, it can happen often that the game will disconnect us, even if our network and everything else is fine. It will then try to reconnect us but it can either: freeze on x tries, freeze before even trying to reconnect or tell us we are reconnected but then , once we finish our turn, nothing happens and it is forever our turn. Only solution in all those bugs is to close the game and reopen. But the rejoin feature is really buggy, and most of the time, it won't even offer to rejoin our lobby. Sometime, it does offer it. But once in the lobby, nothing happens and it is forever someone's turn, so we aren't really back in. So the suggestion to fix all those problems would be that: It would be nice if there were, in the lobby list, a "Your current game" lobby. You see it as long as 1- you didn't join any other lobby since the time you closed the game/ your game crashed and 2- a small time limit, so you can't go and come back over and over to let the bot take your spot.
Suggested by @autumn star (User ID: 746900451340845087)
Record orchestral score to give the gameplay a more cinematic feel. The music should be composed so that it can programmatically shift between cues according to the game’s shift of momentum. The current app’s music feels repetitive.
Suggested by @harsh temple (User ID: 448774951265239041)
Improving dice while maximising process speed:
issue:
The dice work primarily as intended when it comes to most gameplay, it starts to not work as well at much larger values
solution:
We currently use d1-d6 for dice, can we use different ranges for higher values (until they're within suitable range?)
As an example:
100,000 vs 100,000
Use: d100-d600 (1=100, 2=200 etc) until 10,000 attacker OR defender
Use: d10-d60 (1=10, 2=20 etc) until attacker or defender at 1000
Optionally use d2-d12 (2,4,6,8,10,12) for 500-1000 (accounts for unknown range at 500+)
Not sure how these will translate near or on the limits, however modifying the dice values proportionally to the battle size would be a quick way to perform larger battles in minimal time.
It still uses the d1-d6 standard so it is just modifying the # of troops impacted.
Suggested by @spare shuttle (User ID: 528556193237696515)
It would be really neat if the terrarium dice concepts from the #🔒ai-mid-journey-dice-ideas channel could be implemented into the game. I think it's a nice concept!
Suggested by @tardy vigil (User ID: 720689371728314388)
In a ranked 1v1, award more ranking points for winning going second, and less ranking points for winning going first, since it's generally harder to win going second in a 1v1.
Suggested by @restive stirrup (User ID: 987790457549516860)
As a totally F2P player, I can say there are very little ways to earn crystals - 2 per day + 40 for BP. It means, that if you want to purchase a map pack which is for sale, you have to wait almost 200 days (exactly 199), so I ask for more ways to earn like daily, weekly, monthly, etc quests or something like Gradually Increasing daily rewards
Suggested by @autumn star (User ID: 746900451340845087)
It would be nice if there were more gifs to nudge a player who is taking too long (hourglass emoji, clock emoji, etc., etc). That could be a more polite way to let someone know that they are taking too long instead of using upset/angry emojis.
Suggested by @tiny loom (User ID: 328315256113987584)
FFA Rank Leaderboard: Prog and fixed
So, in march, they announced that they will finally make 2 different leaderboard, one for 1v1 and one for fixed, solving a thing about the actual leaderboard. They also said that we would be matched with players of our levels, with the same amount of Elo points/ New Rank points when it comes out.
So the suggestion would be about making 2 different FFA Leaderboard: One for prog and one for fixed. I don't know about 1v1 enough, and it seem prog is better for 1v1, so I won't suggest about it.
But on FFA, prog and fixed are 2 really different way to play the game.
1- It would be nice to see how much we rank among the ones that play the same type.
2- Being a Grand Master on one leaderboard doesn't mean we would be on the other.
3- Since we will be matched with people of the same skill points, it would be nice to separated those 2. If you are a pro in prof/ fixed and almost never play the other, you don't want to be with pro when you play the one you are way less experienced at. You want to be with people of the same skill as your in that way of playing.
So I think it would benefit a lot to have those 2 separated when the new leaderboards come in. So there would be 3 leaderboard: 1v1, FFA prog, FFA fixed. 3 ways to play the game.
Suggested by @hollow socket (User ID: 893565832465088553)
Secret Missions mode
Suggested by @restive stirrup (User ID: 987790457549516860)
we should get a scenario builder and the third distribution setting : "manual", " auto ", " scenario ", also some ready scenarios like ww1, ww2, seven kingdoms, napoleonic wars, South vs North, October Russian revolution, etc.
Suggested by @tiny loom (User ID: 328315256113987584)
Status Message
This is a suggestion from Sterling. He writed it in "Risk-ideas-discussion" and I think it's a really good idea and that should be in the game, so I am putting his message here for making it known and voted:
"This should be accompanied by more specific status messages when you click on a player. Currently “I’m offline for now” is used for everything but instead there should be:
• I’m AFK, but still may return within the next couple of minutes
• I’ve lost connection but still may return within the next couple of minutes
• I’ve surrendered and cannot return, so no longer count for rank
• I’ve disconnected too long, so cannot return and no longer count for rank
• I was a bot added to the lobby by the host, so don’t count for rank"
Suggested by @restive stirrup (User ID: 987790457549516860)
I want player be able to put some tags on other players like 'true friend', 'suicider', 'traitor', 'good player', 'quitter', etc, so people know with whom they are playing and what to wait from them + it will make traitors strategy more realistic - gives you advantage in short perspective and disadvantage in long.
Suggested by @floral nacelle (User ID: 874164087376986143)
I think a good idea, to help prevent players from playing the same people repeatedly & also limit collaboration, would be to add a Counter onto the profile pics of all the players in your games.
The Counter could have a set limit & after the limit is reached, whoever joined the lobby last, would be kicked out.
Now, since there are only so many players, that play the different game modes & settings, the Counters could be reset back to Zero at the beginning of each Season (at the same time as the LBs are reset.).
Suggested by @restive stirrup (User ID: 987790457549516860)
something like "mild blizzards", which melt after some rounds, leaving an empty territory, which can be take for free, or (another mechanic) These territories aren't blocked, you just lose 1 troop / turn if there are more than 1 troop there.
Suggested by @tiny loom (User ID: 328315256113987584)
Capture the Flag Mode
Risk: Global Domination Facebook account, january 18th, 2020: "Since we're sharing WIP maps here's an idea for a Pirate map with a potential "Capture The Flag" mode."
The map is now in the game (it's Pirate's Bay), but the mode is not. I don't know if it's still under work or if it was canceled, but I think it would be a really fun mode. And it's been a long time since we didn't get any new modes (There were 70%/5 turns and Zombie added in 2018. Capital added in 2019. Than no more modes for 2020,2021,2022).
It make things refreshing to have new ways to play. So I hope this mode is still under work and I wanted to let know SMG that some people at least are really interested in seeing it in the game (and I hope we are many in that case)
I'll post the image of the concept/ map SMG published at the same time in #🔒risk-idea-discussion
Suggested by @turbid crane (User ID: 317725446181748736)
I was thinking about the speed problem between pc and mobile and I think I have a workable solution. There could be a button on screen before you attack that locks you into autoblitz+autosplit mode. So you would choose your attacking troops like you do now and when you choose a target the attack happens and all troops move to the next field. It would be still a bit slower than a skilled pc player but there would be at least a chance for them.
Suggested by @harsh temple (User ID: 448774951265239041)
flipped variants of maps
Currently when playing RISK you see a map and get used to playing it a certain way based on it's orientation, curious how players would alter strategies based on maps that are upside down, or turned 90° - could be a fun event-style thing for upside down 😄
Suggested by @lusty forge (User ID: 730836804642668624)
so i got an idea like how about a powerup extension for some territories for example a defensive booster powerup when you conquer a territory until 10 rounds that will dice one lower anyone that attacks you or the opposite
Suggested by @stiff coral (User ID: 177516494089879552)
New update looks cool in theory, but the only details we know is that there will be 4 game options locked behind premium. That feels weird to me. That feels like it's alienating new players and every player that just didn't have premium (yet), like myself. I managed to ladder to GM using primarily 6P Classic Progressive Fog Blizzards maps, that I would host most of the time. I was planning to move into Zombies games with Fog, and that will become very hard, since Zombies is not that popular of a game type. At time of writing, there are a massively above average 6 Zombies games, versus 34 World Dom. I do not have the numbers, but using a very biased dataset of this discord group, it looks like the non-premium members outnumber the premium members about 48 to 1 (At the time of writing, about 125 premium members online and about 6000 non-premium members). This specific change would not only limit what an approximate 98% of the playerbase can play, it could also help premium players grind 1v1 games: If the hosts adds fog for example, and kick anyone that has premium, they would be more certain that their opponent is not experienced with the settings. (One could read that as the game literally becoming pay-to-win, and I do.) All in all, we will have to see how the ranking system overhaul affects this, since we don't know any concrete changes yet. That might make 1v1 less prominent, which could limit the pay-to-win aspect this patch also introduces. Even if the pay-to-win aspect is completely fixed by the ranking system (for example by making all hosted games unranked and making the automatch system the only ranked system), that most likely wouldn't compensate for the rest of the patch. If you just want more money, just make a proper, longer Battle Pass where people could pay for more bonuses. This is not the way to do that. TLDR: Limiting non-premium members is a terrible idea that can very easily alienate a large percentage of the playerbase.
Suggested by @ripe pendant (User ID: 664589097905553439)
an option to filter map with anything but classic. There are so few games not on classic that to use a specific map pack filter doesn't quite do the trick since there are so many map packs.i think the main map filters could be:
- All (default)
- Classic only
- Only Owned
- All except Classic
- Owned except Classic
Suggested by @floral nacelle (User ID: 874164087376986143)
Eh, Rank as is, is a joke.
When anyone can just grind 1v1s, to get GM in around a week or get there on FFA, by setting up a 4 player lobby, then pop in a couple Bots & start, as soon as 1 player joins.
I think any game w Bots at the start, should be automatically Unranked.
In addition, if a player doesn't ready up, the Host should be given the option to either drop that player & wait for another to join or just start the game w 1 less player.
Suggested by @sleek sky (User ID: 210550119039369216)
Here is an funny new mod idea. Its called "King Of The Hill".
The simple idea is that. King Of The Hill, will spawn randomly in every map condiment, and who ever haves at last 1 piece of the condiment will get a 1 point. Every 5 rounds the King Of The Hill will choose new condiment, but not the condiments close to it to prevent any one camping it and have equal chance to everyone to win it.
**Example: ** Points they receive every turn:
Player 1: Owns 3 lands 3 points
Player 2: Owns 2 lands 2 points
Player 3: Owns 1 land 1 point
Player 4: Owns 3 lands 3 points
The game can be ended in 2 ways. Here are the ideas l have been cooking so far.
First way:
You win the game by eliminating all player's. Just like classic.
**Second Way: **
Win by having most points after protecting King Of The Hill.
(The point goal could be 50 points for now, this can be subject change later.)
Suggested by @crude magnet (User ID: 935460360637526037)
- put the host name in the information where you chose from available games - many games have the same setup. i often enter a game get booted by the host and then reenter it again later (as you can't see who is the host).
Suggested by @restive stirrup (User ID: 987790457549516860)
A new mode, something about territory holding. Each territory gives you 1 point/turn plus continents give you their bonus size points / turn, and the idea is to be at least, for example 100 points higher than all your opponents or conquer all them.
Suggested by @clear ocean (User ID: 409608489892315137)
A version of the game on other gaming platforms. I feel the Switch lends itself to the game well - given its touchscreen and button functionality. Not to mention, it would open the game up to new audiences and help grow the community.
Suggested by @autumn star (User ID: 746900451340845087)
Stop allowing ads to be shown which promote gambling towards children (online poker, virtual slot machine casino, etc., etc). This has been a frequent occurrence I encountered from playing the free version of risk and reflects very poorly on Hasbro’s family friendly brand.
Suggested by @honest lynx (User ID: 335197255869136898)
Have action timer instead of turn timer so i dont win people because they are slow or play from different platforms but i win because i played better. Not sure if it makes sense. Also another solution it would be a keybind that i can hold and click territories and once i release it , it will just auto hit them all and transfer all my troops in front until it either reached the destination or the troop count is not sufficient to attack. New here so i dont know if it was suggested before but yeah i think despite the fact that its very easy to learn how to attack fast it shouldnt be the main skill of the game .
Suggested by @turbid crane (User ID: 317725446181748736)
When you are in a Global Domination lobby, all people that are on your friends list should be unable to join/be kicked automaticly to prevent accidental bans for accepting friend requests.
Suggested by @restive stirrup (User ID: 987790457549516860)
I am asking this for this second time, a scenario maker. A new setup option, the scenario will be displayed (if online non friendly game) instead of the map.
Suggested by @autumn star (User ID: 746900451340845087)
There should be a better format for Risk Night or other virtual events. I had to turn off discord after the third F-Bomb on the voice chat. Profanity isn’t appropriate for a family game. Also, let players know the game format ahead of time or stick to the classic game that people are familiar with.
Suggested by @turbid crane (User ID: 317725446181748736)
Change the subtitle from Gobbal Domination from: "Ranked online multiplayer" to "Play with strangers online" to be more inline with the play friends mode and to showcase that you can play unranked games there. Or remove the unranked games from Global Domination and make Play friends accesable (via option) for a casual game browser.
Suggested by @unreal lantern (User ID: 283030678105227265)
I find it annoying to join a game, alt-tab to windows, or just look at my phone for a few seconds, hear the game start, accept, only to find that the host added bots, and now I'm stuck in a game with bots instead of human players. A possible fix would be to see your opponents while you are presented the "ready" button aswell, not just in the lobby.
Suggested by @restive stirrup (User ID: 987790457549516860)
It is annoying, when you deploy/fortify troops, and you have only 1 troop left/move, and you click somewhere, it automatically gets deployed there, without a chance to cancel. And sometimes this one troop is vital
Suggested by @proper tendon (User ID: 203716969457778688)
I would LOVE to see the return of same-time risk from Risk II for PC, released in 2000. In my mind it has always been the most superior version of Risk.
Suggested by @unreal vessel (User ID: 566295409538891815)
would love to have a 'why?' Or 'really?' Text command ingame. When some ally turns bad or they attack you for no particular reason
Suggested by @autumn star (User ID: 746900451340845087)
Custom Map Creator
Suggested by @tardy vigil (User ID: 720689371728314388)
Fixes for pass & play with fog
Currently in pass & play with fog, there are some issues:
• At the end of a player's turn, the next player's territories are shown for a brief moment
• During a bot or zombies turn, the stats (troop and territory numbers) of all human players are shown
• In the battle log, all players' attacks are shown, rather than just the attacks of the current player
These issues are annoying because they defeat the purpose of fog in pass & play, so I would appreciate if these could be removed so fog can actually be effective in pass & play
Suggested by @autumn star (User ID: 746900451340845087)
In computer science most random number generation is done using pseudorandom algorithms which will eventually repeat themselves. I would like to see Risk truly implement pure random numbers. This could be done using cell phone sensor background noise based on an article which I have read.
Suggested by @frank inlet (User ID: 946652630556483645)
Bot command can we add “the dice hate me” or “the dice hate thee” as a chat option
Suggested by @patent copper (User ID: 762747016505458708)
add custom chat in game because there are a times where is never right reaction for kind of situation and ngl it would help
Suggested by @zealous wyvern (User ID: 356182599301070848)
custom map maker
Suggested by @wheat plinth (User ID: 714840488187789343)
A risk API that would allow us to access player data would be cool. Could open the way to a lot of useful and cool risk discord bots
Suggested by @oak wigeon (User ID: 627537891471654925)
Progressive continent bonuses (option). Every time one of the players receives a continent bonus, the bonus for every continent goes up by a certain rate. The rate of change could change/level off over time (similar to progressive card bonuses). Combines the best of both worlds: speeding up games, while making the fight for continents (that everyone loves) even more important.
Suggested by @turbid crane (User ID: 317725446181748736)
Add a toggle to our profiles to turn on/off the golden nameplate from premium.
Suggested by @floral nacelle (User ID: 874164087376986143)
How about a toggle, to turn off Dice Animations, since they eat up a lot of time when Manually Rolling.
Suggested by @smoky phoenix (User ID: 347059535686402049)
Timed matches setting. The game ends after a certain time 1/2/3hrs and the most troops/territories/capitals win for example. Helps end stale games and long capital matches.
Suggested by @restive stirrup (User ID: 987790457549516860)
be able to vote for skipping bot turns in multiplayer games, if a half of players agree, all the bot turns in the round get fast forwarded
Suggested by @halcyon dock (User ID: 183402722043756544)
Allow automatch to mix with your filters so you can automatch for more than just classic fixed. If a match for your filters hasn't been created, it should create the game and let others automatch into it (and select it from the list). Automatch should also be able to match you into ranked games that others manually created if there are spots open (This would let it automatch you into more than just the classic map, as well)
Suggested by @polar iron (User ID: 991553522078335017)
bring back checking player profiles on mobile. no fair for pete to be able to check skill levels but not mobile players.
Suggested by @restive stirrup (User ID: 987790457549516860)
add a in-lobby chat with phrases like "go already!", " I am not ready yet", "please give me (color)" or something like pre-game alliance discussion.
Suggested by @cloud grotto (User ID: 935433950539681842)
Show record of who killed whom on the Battlelog, pls
Suggested by @polar iron (User ID: 991553522078335017)
option to save battle log data to local storage
Suggested by @hard flare (User ID: 799522257130487830)
add Kurdish flag like other country in the game
Suggested by @restive stirrup (User ID: 987790457549516860)
Adding sort of "history" to the game, from the beginning till the end, with different modes like seeing everything from one player's side or looking globally, with fog, with global alliance history, cards, messages, etc.
Suggested by @acoustic bronze (User ID: 702340295001374771)
Remove yellow name coloring for premium accounts in lobbies. Players are now using this for noob grinding.
Suggested by @haughty flame (User ID: 216362184668610560)
Please fix zombies so it recognizes that there are only 2 players in the game. At the moment if you play with only 1 other person the person going second gets 4 troops while normally when playing a 1v1 the player going second gets 6.
Suggested by @polar iron (User ID: 991553522078335017)
Custom auto match options. Save a list of your favorite maps/options and will match you to any lobbies matching it.
Suggested by @snow knoll (User ID: 540334682449903670)
FFA tournament should have a diverse set of rules across rounds, including games with both Balanced Blitz Dice and True Random Dice (original Risk). Thank you.
Suggested by @real cairn (User ID: 493455571190808603)
emotes and other items that have been previously purchased in a different shop rotation should not give you the option to purchase them again if they reappear in the shop. instead it should just say 'purchased' the same way it does right after you buy it
Suggested by @jolly terrace (User ID: 978792097194840135)
I feel like it would be a good idea to add emotes to the customization shop that is always available. In all seriousness though I’ve been waiting for almost five months for a certain emote and at this point I’m getting worried my shop is broken.
Suggested by @slim citrus (User ID: 772683554559754290)
Link to concept Nuke Cards! (optional setting)- #🔒risk-idea-discussion message Get a Nuke card, use as wild or nuke, If used as nuke, The nuke will drop out of the air on one RANDOM territory of the player you decide to attack, Nuke destroys all troops on the territory. (Defence- hold more territorys, distribute troops out more)
Suggested by @outer shard (User ID: 333680900317511680)
Hi, i would like to request some features 1. Speed Game, 10s Base time each turn + 1s per controlled land 2. Ticking Clock Emoji 3. Overall faster or disableable popups (that ones with the animated rays, who's turn etc)
Suggested by @polar iron (User ID: 991553522078335017)
Highlight suspecyed colluders in the lobby so you dont wait for a game to start only to close during ready up because "suspected colluders in the game". Either kick the colluders in the lobby or highlight them in lobbies so all players know.
Suggested by @fickle mesa (User ID: 861625285534023740)
Risk Legacy, Risk Black Ops, the 2008 edition, and probably other versions have a modern card mechanic where the territory cards have 1 or 2 stars on them and you trade in stars for troops (instead of matched sets). The more stars you trade in at once, the more troops per star you can draft (2*=2, 3*=4, 4*=7, 5*=10, 6*=13, 7*=17, 8*=21, 9*=25, 10*=30 troops). This replaces the luck element of matching sets with a Push Your Luck approach that gives the player more control over when to turn in. I would love to see this get added to Risk: Global Domination as an option and I think it would be quite popular, as I'm sure everyone who has ever struggled to stay alive with a +4 set on 5 cards for their first turn-in can attest!
Suggested by @polar iron (User ID: 991553522078335017)
Add a smiling/grinning emoji
Suggested by @fleet flower (User ID: 546828511424282676)
If bots are in a game the bots concerned should either attack or hold ground by logic rather than attacking with less troops than the opposition when forced and pretty much having an epic fail on their part. Also weakening themselves early to avoid a continent bonus or gain one should be based on logic instead of senseless bloodshed.
Suggested by @trim ridge (User ID: 892258420806279300)
I’d like to have the ability to be able to finish a Report of a Cheating Player(s)… Even after I’ve been killed… There have been a number of times I was unable to complete a Report, because I was killed in the middle of filling out the report… Can a Modification Patch be installed for this?
Suggested by @spare shuttle (User ID: 528556193237696515)
LGBTQIA+ Dice! Perhaps using the progress or rainbow flag
Suggested by @marsh wedge (User ID: 697007890787074153)
Know how you try to join a Play with Friends game and you add a space after the code and the code becomes invalid? SMG, it would take close to 0 effort to just add a trimming function to the code string to prevent this issue and improve our QOL :) 
Suggested by @harsh temple (User ID: 448774951265239041)
Limited time events
A free campaign themed around a specific topic such as:
-> Alien Species
-> Pirate's Raid #3
-> Siege of Rome
Frequency:
-> Once per season (every 3 months)
-> Lasts for duration of season
Rewards:
-> 1 avatar, frame, dice, troop, along with 1 map at end for competion
Functionality:
-> Campaign would be themed around a topic / objective
-> Free to play with no entry costs (also no token costs) - no Battle Points obtainable through these
-> 4 cosmetics + 1 map obtainable only through the one event
-> rewards are spread across the campaign levels, so 20 levels/scenarios would offer one every 4 levels completed
-> Any claimed item is tagged as an event item - tooltip displays event name - with icon to show exclusive
Introducing limited time events with exclusive rewards that are free provides a new progressive direction for players and a way to gain content for free - it also enables a lot more themes to come into RISK as it's not a full map pack with a large assortment of cosmetics.
Suggested by @ivory summit (User ID: 279778025162407936)
Something very important that we need is the ability to emote in the waiting lobby, this is very important......
Suggested by @turbid relic (User ID: 331876438187704323)
New Chat Expressions, unlockable for different Achievements
Suggested by @edgy umbra (User ID: 511559351920754698)
SMG please review Pete's Q&A in his latest stream, especially his answer to the last question.
Suggested by @distant fjord (User ID: 821903437087244299)
Add every emote in the shop
What’s the point of having a product but it’s never there to buy lol. I’ve waited for most days since January of this year to get the general dab emote but I still haven’t not seen it once. It’s that way with other emojis too. Just make it easier for people who actually want to buy emotes and make them all available.
Suggested by @slim citrus (User ID: 772683554559754290)
Possible fix for Prog Caps---- When card sets get to like 150 troops, the amount of territories you need to take to get a card also starts increasing
Suggested by @stray depot (User ID: 1008626102928932864)
You should be able to choose 3 dice from your inventory for a game since you can attack with 3. That way you can mix and match and individualize your game play further.
Suggested by @charred shoal (User ID: 819621556728234024)
I own the game risk games of throne and personally, I find that it is the best (especially thanks to the use of characters according to the houses, the mestre cards and the specificities of the territoirs). I wondered if it was possible to adapt this game on the game risk global domination.
Suggested by @turbid relic (User ID: 331876438187704323)
Allow players to choose the card type and troop placement for 5 Round Rumble when hosting lobbies.
Currently it’s stuck on auto fixed, which limits its usage, especially for 1v1 where short games are ideal.
By giving the options for prog and manual, 5 Round Rumble would be a far more versatile and useful game mode
Suggested by @native sage (User ID: 432955765012037642)
I'm not sure if this has been done already, but what about a feature in online mode that allows you to see how many spots in a game are filled by bots?
Suggested by @oak wigeon (User ID: 627537891471654925)
Make the amount of bots part of the set-up screen, instead of the lobby. Really hate it when you've been waiting for quite some time in a lobby and the creator suddenly adds a fews bots or even kicks players and replaces them with bots.
Suggested by @vague arch (User ID: 685824201730686986)
The chat with allies could be improved by having more options like attack a certain continent or even the name of territory there could also be a yes and no and a question mark and maybe even a "who to attack?" and more options
Suggested by @compact timber (User ID: 537898853580668928)
When zoomed in, show connection lines between territories that connect -or- enable a 'view connections' option to show them. Sometimes it's unclear which territories can attack one another, so this would allow you to make sure.
Suggested by @atomic burrow (User ID: 126145631193399296)
Utilize play with friends game codes and user’s IDs.
If a player disconnects there shouldn’t be a reason they can’t join back in typing in the game code if there user ID was present in the game.
I mean really there just needs to be a better connection method. There’s no reason that players get stuck on the “joining lobby” gets canceled and than sucked right back into it over and over. It’s the worse bug right now, not being able to click territories after a disconnect. Maybe a new way to reconnect to games would help.
But this is just play with friends.. still need to fix that for global disconnects and reconnects
Suggested by @potent smelt (User ID: 500639688629944422)
purchased or otherwise added avatars should be usable for bots as well, not just for human players. That would give the games a lot more variety, and would be a bigger incentive to buy them.
Suggested by @ruby geyser (User ID: 669177351036469298)
make a native build of the risk client for linux, it shouldn't be that hard I reckon, using Proton all the time is an option, but it sucks, as full screen mode is glitchy (blackscreen when I tab out of the game and back in, stuff like that), also, in general Linux has an ever growing market share even for gamers, and being able to play the game on my steamdeck while traveling would be extremely awesome
Suggested by @slender minnow (User ID: 347719613213048832)
Add an “ally request” cancel button. Right now an alliance request can be “abused” in fog of war.
Example: You send an alliance request in turn 2. They accept it in round 12 to see your position.
Unfair in my opinion.
Suggested by @tardy vigil (User ID: 720689371728314388)
In the new system where 1v1 is split from FFA, make manual setup, progressive cards, fog, and blizzards default settings for 1v1. There still would be an option to change these settings, but these would just be the default settings if you don't change it.
Lot of new players play their first 1v1 games on settings that are bad for 1v1 (like auto, fixed, non-fog), and as a result they have a bad experience and assume 1v1s are all luck based. If the most skill based settings were made default for 1v1, then players new to 1v1s would have a better experience learning them.
Suggested by @turbid crane (User ID: 317725446181748736)
Enable a further out camera zoom. On some maps parts of the ui are overlaid over parts of the map, which can cause problems if you try to go fast. It would currently look weird at the borders. My solution for that weird look is to have a default background like a table that streches further than the gameboard. This background could even be a new kind of cosmetic (different tables floors etc).
Suggested by @twilit stag (User ID: 392376813206110219)
Definable game presets where you choose options and number of AI players and save with a name and mark one as default for new games.
Suggested by @crude drum (User ID: 772536760097833021)
Gamemode Update
Add 2v2, 3v3, 2v2v2, and also the option to combine game modes, like combining capitals with zombies, or also capitals with the team game modes, or zombies with the team game modes
Suggested by @dark imp (User ID: 453518558530633748)
I think that one should establish more communication between allies with the help of an arrow. This could be implemented by clicking on the profile of the ally and then clicking on Set Arrow. You can then drag the arrow as long as you like and set it again as you like. In this way, you could tell your allies where you are attacking, where the other person should attack the opponent and what you are planning to do. Translated with www.DeepL.com/Translator (free version)
Suggested by @tulip hawk (User ID: 244855472237051905)
/suggest A very small gesture but one that would be appreciated by many, there is a United Kingdom flag however it would be great if you could add England, Northern Ireland, Scotland and Wales. There are some very obscure country flags in game but ours are not represented as separate entities - plus Wales has a dragon on it, what could go wrong.
Suggested by @delicate saddle (User ID: 170955237148983297)
When playing Zombies with fog of war on I sometimes blink when zombies infect a new territory, this causes me to not get the read in 5 seconds. Is there a possibility to add which territory got infected by zombies in the battle log? Thanks for reading
Suggested by @tiny loom (User ID: 328315256113987584)
A way to use blitz, but stop once there's x ennemy left
So right now, either we do blitz, either we do manual rolls with random luck and slow, either we use x% of our army.
The problem is there's time where being able to use blitz with 100% of our army, but without taking the territory, would be really useful. You lose way less troops if you have an advantage. For example, I prefer fighting with 800 vs 500 , instead of 100 vs 500 at a time.
So it would be nice to have an option like:
-
Either a slide bar to stop once there's x ennemy left, like we would do with manual rolls
-
Either an option to tell how many kills we want to do, like "full kills, 1000kills, 100 kills, 10 kills, 1-2 kills" so we could fight with all our forces until we are satisfied.
Suggested by @quaint oak (User ID: 155039009003929600)
a min. and max. players filter when looking for games
Suggested by @opal lava (User ID: 478292490852761611)
My POV towards fixing the ranking system:
-
The leaderboard split between 1v1 and FFA.
-
You should be only allowed to play similar rank opponents or at least as close as possible if it was an issue to fill up higher rank player lobbies.
-
Only 1st place should be rewarded which would be worth much more than it is now, and all losing places would be worth equally the same for you.
For explanation please read my arguments in the #🔒risk-idea-discussion channel.
Suggested by @spare shuttle (User ID: 528556193237696515)
Screenshot mode
Add the option for the in-game UI to switch to screenshot mode, which hides:
Attack indicators
Player icons
Settings / Other UI
This would let players take great cinematic screenshots without all of the clutter
Clicking on the screen again would exit screenshot mode, and you could also use this for continent view and maybe switch to troops in territory instead of a troop counter
Suggested by @tiny loom (User ID: 328315256113987584)
Shortcut for Full Smiley List
Right now, to get access to smiley, we need to click on ourself, then we get access to the 8 last used, and if we want an other one, we need to click again, to get to the full smiley list where all the ones we own are on top and we can scroll down.
It would be nice to get to that list faster. It's not a major update, just a little quality of life.
Especially that more we posses smileys, less likely we will only use 8, so we will often have to go to the full smiley list to choose one. Would be easier if we could get there with a shortcut. On steam, there could be a keyboard shortcut, like there are already "C/S/T/Enter" . Maybe an other letter for the smiley list. So by pressing it, we would access directly our , for example, 25 smileys and just choose the one we want to use.
Suggested by @lime path (User ID: 273157148589031424)
There should be a 'call a draw' vote option, where you get ranked/ordered based on troop numbers to end the game in case of stalemates. Quite often you get into a situation where if you atatck you die next, this could prevent wasted time for the most patient players.
Suggested by @granite frost (User ID: 481240605436149761)
special territories and more specificly mountainous territories
note: i dont know if specail territories other than blizzards exist in maps i havent played yet but i assume no)
how would it work: a mountainous territory is a territory with a lot of mountainous terrain inside of it, the mountains make it very hard to move troops through them during a fortify phase but also make them easier to guard on defense.
specifics: during fortify phase you cant move troops through mountain territories as if there was a blizzard there but you CAN move troops into it and from it to a diffrent one, meaning if you have troops there you can move them anywhere, you can move troops there, but if you would need 2 turns to move troops through them into the other side. you can think of it as a blizzarded territory but it isnt completely removed from the map just harder to play around.
easier to guard on defense: the DEFENDER on DEFENSE of a mountainous territory rolle extra dice essentially making it easier to defend. how many extra dice? i was thinking 15% with a minimum of +1 dice but that might be to much/to little and realy idk this sort of thing reqiures testing and balancing.
how would it be introduced to new players: in the tutorial their should be something involving a special territory and the dialogue telling you about it, what it does and that if ypu encounter more diffrent specail territories you can click on them and then on a little i icon or something like that for more info.
visuals: for this specific one im suggesting just some triangles or small mountains inside the territory to indiciate it is mountainous. something in the style of what oversimplified does to show mountains in his videos.
why i think it should be added: mountain territoies and in general specail ones could be used to make more fun and diverse maps and can add on to the variety of maps in the game and i think it would overall improve our gaming expirience and quality.
Suggested by @opal lava (User ID: 478292490852761611)
Make more good maps for 1v1 capital conquest games such as Brazil, France, Simple World and Castle. It's been a heavy focus on bigger maps lately, so the most hardcore 1v1 community barely gets any new good maps for 1v1's anymore. While the bigger maps are more popular, please don't forget us as well 🙏
Suggested by @pine moon (User ID: 471063590892339230)
I would love an option to remove or replace the heartbeat sound effect that plays when a turn is almost over. It freaked me out the first few times I heard it, as someone who plays with headphones, it sounded like someone was knocking on my walls. There could be an option to replace it with a beeping or ticking sound or just silence it.
Suggested by @lime path (User ID: 273157148589031424)
Please add a game max time limit option. 30mins, 1 hour etc.
Suggested by @granite frost (User ID: 481240605436149761)
alliances in fog of war kinda ruin the entire point of having fog on. why not have it so in fog of war specificly there are 2 ranks of alliances, one would be normal, the same thing we have rn but you cant see you allies territory. and the other would allow you to see your allies territory and for them to see yours.
Suggested by @opal lava (User ID: 478292490852761611)
New "Fast Risk" game mode to replace "5 Round Rumble" with: "Elimination Risk". Every "x" (the host decides the number before hosting the game but for example could be 3 turns) amount of turns the player who has the lowest number of troops gets eliminated from the game - his territories become neutral, if there's a draw among some of the players, then the one from those who has the lowest number of territories, if there's some draw again, then the one who made the turn last. So every "x" amount of turns one player gets eliminated from the game until there's only one player left - he becomes the winner of the game.
Suggested by @hybrid ibex (User ID: 166864497439408128)
I'd like to be able to see my territory count in 70% domination next to the % text. Its very tedious to count your territories when you want to figure out how much to attack to get an extra unit next turn. Maybe the UI could be like 15(17%)?
Suggested by @stoic sundial (User ID: 416374728601763851)
Add an "Extra Time"-Button to the game. Sometimes you just need a bit more time for complex moves.
It's a strategy game, and the best strategy should win in the end. Not the fastest clicker.
A lot of strategic games like valorant, poker, basketball, billiard have these options and I think it would be a good idea for risk too.
Option 1: Every 20 Rounds, you can double your round time.
Option 2: Every attack grants you +5 seconds.
Suggested by @brazen lichen (User ID: 853734228046512158)
make it so you can have games with as many people as territories on the map you pick. This will be holarously funny and allow big streamer+viewer games to exist
Suggested by @lime path (User ID: 273157148589031424)
Turn timer option/gameplay mode: 'Countdown'(or some catchier name). Each player starts with 10 mins/5 mins/ or 1 mins for hardcore gamers lol, on the clock which counts down to zero. If your time hits zero you can no longer control your army. Trading in cards adds seconds instead of armies.
Suggested by @jolly terrace (User ID: 978792097194840135)
Custom 70%
Suggested by @tired condor (User ID: 760120132172251156)
A common problem for many new players or mobile players have is the time it takes to take a lot of territories. An interesting solution could be a 'Time Chip'.
Suggested by @opal lava (User ID: 478292490852761611)
Regarding the #news_community_feedback question about capitals: please consider letting us have different options to choose from how we want to play capital conquest in a game.
Right now capitals, the way they are, are good for 1v1 games while feel stalemating for FFA. The change could potentially make FFA games better while totally ruin the experience for 1v1 players.
So I would say you have to understand the bigger picture when it comes to that.
Suggested by @lime path (User ID: 273157148589031424)
Change the wins/losses tally in player profile to placement tallies. Number of places in 1st, 2nd, 3rd, 4th, 5th and 6th.
Suggested by @dusty veldt (User ID: 299566213275713536)
I am reticent to post in Risk Ideas again given the evidence that shows the complete lack of any of these ideas being implemented but here we are. Since we are collecting feedback on how to repair the broken capitals mode, why not incorporate a toggle for all of the options so that people can play caps however they enjoy? More options are always better than less.
Suggested by @delicate saddle (User ID: 170955237148983297)
https://docs.google.com/document/d/18D5Uc5qBV-6Ggkl19Wc0S7NTbo1HNT6pVKvT36QaeaA/edit?usp=sharing
Suggested by @ember grove (User ID: 383432309581545472)
Hey, there have been some people that have been banned for playing with a friend in a ranked game. The unfortunate thing is that, with all the alt names and the 500 possible friends, some people may not know they are playing a friend. So they could get banned without even knowing they were breaking the rules. Could you all add an indicator that lets the game host know a friend has joined their game? #risk_ideas
Suggested by @ember grove (User ID: 383432309581545472)
Would it be possible to limit the number of players/expand the number of players that can play on certain maps? For example, let's say a map has 20 territories. Would it be better for there to only be 4 players, max, in that game because the game would not be able to give everyone cards if no one trades early, or should the total still possible be 6? On the other end of this, I know that there are some massive maps in Risk, and more than 6 players could make sense as well. I know the classic Risk game only has 6 players, but this was designed for a standard Risk game. Would adding a couple more slots, say 2 more, to the possible number of players, be feasible? I get that game modes involving progressive cards would be hurt by this, but maybe if we limited the expanse to only fixed cards, that could make an 8 player game both feasible and attractive? I'd like to see if anyone else would be interested in additional slots for larger maps and less slots for small maps. #risk_ideas
Suggested by @amber root (User ID: 243114288351281163)
I am a new player and spent more time than I’m willing to admit trying to get my account to use my Steam username rather than the default one. The username slider where you can click left or right to iterate through your available usernames works great, but it isn’t intuitive to a brand new user that it will toggle through linked account usernames (E.g. Steam, GameCenter, Facebook). Perhaps a tooltip on the right arrow button saying something like “Click here to view usernames of linked accounts” would improve the UX. Keep up the great work!
Suggested by @tiny loom (User ID: 328315256113987584)
Communication for All
A key factor in a FFA strategy game is to be able to communicate with others. Right now, the only way is to ally everyone (wich can be dangerous if playing with fog of war) or a very very very limited one by using smiley and those limited number of sentence.
It would be nice if the allied chat would also be available for all (but like other suggested, with the possibility to ping a territory, with verbs like "attack/defend" ) . In real life, if you are playing Risk, we can communicate, ally or not. The difference between an ally and a non-ally would be that everyone see what you say if you use the general communication. So everyone saw you told , while white was playing, to attack a black territory. So allying people could still be useful + the same meaning as irl as an unofficial contrat (wich you can still break when you want), instead of just being: that's the only way to communicate.
Also, with those options, something like "Peace out" as an option for pinged territory would be useful: You are telling to your long-term ennemy of this game that you'll let that territory in peace, letting him know that you both have more urgent matters than killing each others, for now, for example.
So, to summarize : Communication for non-ally that would be visible for all. And a way to say "peace out" for some territory to let know people clearly what you are planning instead of guessing with smiley/ not attacking and hoping that the other will stop a war that you two had.
(Ping territorys/ using verb like attack/defend aren't part of this suggestion, but of past suggestion of other peoples that were upvoted a lot and could be really useful to reach a level of communication as good as in real life game party)
Suggested by @ember grove (User ID: 383432309581545472)
Hey, could SMG let us know when certain emotes are going to be available and/or just make all emotes available as some players have been waiting a long time to get specific emotes and may miss their opportunity by not logging on the 1 day of the year they become available? For example, I have been checking quite consistently for the general dab emote to show up, and have not seen it available in the past 2 months. I’d love to know when it’s available so I could buy it… Could we do something about making it easier to get specific emotes? The current process is very frustrating. #risk_ideas
Suggested by @fickle mesa (User ID: 861625285534023740)
We need an emoji of a vacuum cleaner hoovering up a bunch of 1's. Thanks!
Suggested by @turbid relic (User ID: 331876438187704323)
Battle Royal Mode
Each round 1 edge territory gets a [!] symbol, then once everyone’s had their turn for that round it becomes a blizzard.
Continues until there’s 1 territory left in the middle of the map.
Advantages:
• Makes every game end after a certain number of rounds
• Reduces turtling
• Simple for noobs to understand, just by playing it
Disadvantages
• Interferes and forces players to adjust their strategies
• Luck of where the new blizzards arise
Suggested by @harsh temple (User ID: 448774951265239041)
Rank Milestones:
A/B test different ways to promote engagement in ranked games by providing some relative statistics.
Example 1: - using winstreak
Average all skill points gained across a winstreak (1+ wins in a row) and calculate an average.
From this, estimate how many games you are from the next Class (approx. 6 games from Expert)
For players at Grandmaster, switch to approx. leaderboard position for next win (approx. 15 place increase with next win)
Example 2: - using last 10 games
Calculate average rank change per game across the past 10 games (or across the past day)
From this, estimate how many games from going up or down a rank ( ⤵️ 2 games from Master // ⤴️ 3 games from Grandmaster) - can use Green for positive increase and Red for rank drop
For players over GM, could optionally show either:
(1) Approx. increase in leaderboard position // Approx. number of games from dropping to Master on drop
(2) Approx. position after next game (up or down arrows to indicate gain or loss)
Could optionally have these listed in the lobby page under "Trends" or "Stats" button, overlaying like Battle Log - and can include a graph to show the current changes and average taken below this.
Suggested by @zealous crystal (User ID: 163611988822458368)
A time limit for players for the whole game. Rather than a time limit for the whole game where i think this would also lead to a stalemate, the timer would be similar to chess. Where you are alloted an amount of time at the start of the game 10 20 30 min etc. you then have to complete your game within that time limit. 6 players would mean a maximum time of 1hr 40 min based on a 20 min game clock. If a player eliminates another they get to add a portion of thier game clock to thier own. this would lead to players having an incentive to attack. If a players game clock reaches 0 they are frozen out, they cannot attack (although there is a possibility this could be left on) but they are not able to regenerate cards or bonuses. If a game results with all players time reaching 0 all remaining players find peach and a portion of the skill points are awarded. for competitions placings would be decided by the organiser. I think this would lead to those wishing to play a game not having to leave at the end of a game because they have other real world responsibilities. If we know the maximum time is 2 hours then we can allocate that amount of time to the game.
Suggested by @lime path (User ID: 273157148589031424)
Quality of Life suggestion. Split buttons below the troop count slider in troop movement and fortify phases. a button for 1/4, 1/2, 3/4 amounts of troops to save time in the phases. Keep the scroll slider, but have shortcut buttons too.
Suggested by @agile vessel (User ID: 188412001179926528)
Add a game settings option to allow for multiple card territory bonuses be used when turning in cards. Max 6 troop bonus. +2 for each territory card owned.
Suggested by @fleet tundra (User ID: 123246739774898180)
Currently bots in Fog games cheat in that they know how many territories players have. This leads to bots hypertargetting players who only have a couple of territories left. Suggest that bots ignore this, like they ignore territory borders in fog games, as they should have no way of knowing how many territories a player has left.
Suggested by @crude drum (User ID: 772536760097833021)
When the amount of troops all players have combined is greater than a certain number, the attackers advantage increases. The default is 350, but it can be adjusted from 90 all the way to 700
This is to prevent stalemates
Suggested by @high forge (User ID: 484135321622151213)
Clans and Clan Wars!
Suggested by @jaunty pine (User ID: 910773173102968863)
adding a clan system that allows you to recruit/ invite players to a team that keeps track of combined stats such as like wins and whatnot.
Suggested by @turbid relic (User ID: 331876438187704323)
Separate FFA and 1v1 Leaderboards
And don’t allow 1v1 or 1v1 +bots to count toward climbing the FFA one
Suggested by @harsh temple (User ID: 448774951265239041)
Chilling Blizzards
Similar to unstable portals that move every other turn, support territories being:
Selected for 1 turn (giving a warning that it will be frozen)
Frozen for 1 turn (territory puck is greyed, number is coloured to represent owner)
While a territory is frozen, troops on it cannot be used. If player has nowhere to draft troops, their turn ends with a public popup "player X was frozen and could not draft!"
Dynamic blizzards enables heavy modification & randomisation to games, players can opt to go to a blizzard to be "safe from elimination" for 1 turn - great for progressive to avoid domino eliminations, in fixed games these would also create temporary safe spots so players can move their troops to make an attack without losing bonuses, encouraging more aggressive gameplay - where normally these tend to get into stalemates otherwise.
Could be a little chaotic using this + unstable portals together, but definitely adds an entirely different way to play maps (along with needing to adjust strategies for them too)
Dynamic blizzards could also potentially "block" players in (maybe a third variant for that)
Suggested by @fleet tundra (User ID: 123246739774898180)
reset the leaderboard again, since you reset the leaderboards a day early and let a tonne of 1 v 1 players massively smash out rank that is now listed as 'FFA rank' even though it isn't.
Suggested by @brittle garden (User ID: 1036026928643199036)
Speeding up mobile users
New player here.
Had an idea to help give more speed to mobile players when playing against our pc counterparts. Could we get a button to the right of the blitz dice that is a combo of a blitz and auto positioning all remaining troops into the new territory. It could be called a Blitzkrieg and be represented by lightning dice or something cool like that.
This would help in end game scenarios and for mobile players in 60 second turn games👍
Suggested by @inland urchin (User ID: 256571150946009088)
have the lobby browser use a list of games instead of showing one game with a giant map. a thumbnail size map would be fine. and at least give me the option to hide full games.
Suggested by @icy trellis (User ID: 242681507653615617)
Bring back Rank Display in Profile!
- As stated above, you can't see your actual rank on the Profile (both for FFA and 1v1), this was always available in the past. It would be great if you fix it

- This can only be viewed now on the actual Leaderboard!
Suggested by @jolly terrace (User ID: 978792097194840135)
Make a thing that would indicate how many skill points you win or lose after the game has finished similar to how it shows you the battle points.
Suggested by @opal lava (User ID: 478292490852761611)
Make a separate leaderboard for FFA Classic Fixed World Domination, the other settings (like timer, fog of war, blizzards for example) wouldn't matter for the games to be counted in that leaderboard.
Most of the player base only play Classic Fixed and would be only interested to be compared with each other. They won't really care about the new FFA leaderboard as much in which the top places will be very likely taken by the players who will play on some "meta" settings which casual users barely enjoy.
Suggested by @ember wasp (User ID: 153882568322711553)
Allowing more zoom out - some maps you can't see the entire map on full zoom (large maps or large UI), making you have to scroll around the entire game.
Suggested by @opal lava (User ID: 478292490852761611)
Make a separate leaderboard for the current automatch and upgrade it. You select the player number (from 4 to 6), then the automatch tries to match you with as close ranked players as possible, finally the matched players vote on each settings, the majority vote wins and the game starts.
Suggested by @lavish vine (User ID: 771119386002063381)
HEAR ME OUT, So for fixed games at least, there should be a skill point multiplier if they game goes longer that x amount of hours, maybe 2 or 3 or whatever, What this would do is it would make the game worthwhile to play for 3 hours if they would like to because then they get better rewards, this is to solve the time issue with fixed that progressive doesnt have. A scenario where a player plays for 3 hours and places 3rd and loses points should not exist. This will make ranking also about dedication, not only skill. It is an idea that can be implemented and will work if you do the math correctly
Suggested by @grizzled fox (User ID: 723237142238855230)
idk if its been said but for inactivity behavior in filters make “not automated” etc or some way to choose two of the three options
Suggested by @upbeat gale (User ID: 967475058572406804)
Include the option of adding computer/bot players to a 1vs1 match. Including computer opponents can help offset the significant play order advantage in this format.
Suggested by @austere blaze (User ID: 447010634878550016)
Add some UI indicator that player left the game and was replaced by the bot. Playing against the bots is much different than real humans. Right now it's easy to miss. I need to frequently click on players' icons to make sure they are still playing.
Suggested by @jolly terrace (User ID: 978792097194840135)
The ability to see everyone’s profile stats instead of just their class after a game has completed.
Suggested by @unique shale (User ID: 241637821700374528)
An extended additional game mode. That enables the deployment/recruiting of different troops at an increased cost. For example; 1.- We could have the paratroopers, which could be deployed in an adjacent tile of the enemy territory connected to your territory. The idea is that they can go behind enemy lines/blockades at an increased cost, for example, they would cost 2 troops for a single troop on the ground, and it can be balance/implemented by you how you see fit. 2.- We could have a mercenary, that for the cost of 5$, you could turn any 1 troop territory on the board, making it a 2 troop territory. 3.- Heck, even an artillery troop that is worth for the ammo or who knows. The reasoning behind such ideas is because I have thought about what makes Risk great, and it is the richness in strategy you can use, Chess for example pales in comparison to Risk in that sense, but where Chess shines is in tactics, the tactics in Risk are mostly at the macro level. And what makes Chess a game that emphasises a lot in regards of tactics is that the pieces interact with the board differently.
Suggested by @twilit quest (User ID: 956777262705946694)
Agree to draw button, if all players agree to draw the game ends in a draw. This avoids long drawn out stalemate games. The vote would be anonymous and only end if every player agrees.
Suggested by @fleet tundra (User ID: 123246739774898180)
Provide blitz odds next to the combat log, so you can see just how badly the player sucked out rolling 8 v 8 on a capital in blitz and winning with multiple troops left.
Suggested by @jolly terrace (User ID: 978792097194840135)
This is just an idea so hear me out: a pwf leaderboard that only shows your risk friends and you only rank up from pwf games. Or it could just be a leaderboard based on your global skill points but it shows your ranking among your friends.
Suggested by @tiny loom (User ID: 328315256113987584)
Option to surrender- (End game automaticly with victory for the other) when only 2 players left alive
So right now, the option to surrender is to let the bot take over.
But it would be nice if, when there's 2 players left (so in a 6 player game, all 4 others are dead) that you can surrender and it automaticly end the game with a victory for the win that didn't. Bots could do the same.
It was an option on Risk on pogo.com site (doesn't exist anymore) : Even when a bot had taken over, if you had the whole map, 400 troops, and he has 9 troop left, he automaticly surrender instead of wasting more time.
So it would be faster when you already know it's over and just have to wait to die and there's nobody else that can do a thing. If there's is a third player, even if it's a bot, surrender would just let the bot take over, because as long as there is 3 players, we don't know what might happens. But when there is 2, if you/the bot has absolutely no chance to win, it will just allow players to get to a new game instead of waiting for the same outcome.
Suggested by @ember grove (User ID: 383432309581545472)
Limit the number of RISK accounts a device can make to just one, unless an email address is associated with it, in which case allow multiple accounts on the same device. It is currently far too easy to create burner accounts and destroy people’s games (in various ways involving cheating) right now, and this would be a great start towards limiting this. #risk_ideas
Suggested by @floral nacelle (User ID: 874164087376986143)
A 3rd Leaderboard for Automatch or at least a separate stat for it.
It's always on Classic w either 4 or 6 players, but it's a toss up, wether or not it'll be w Blizzards or without & currently, it'll even be Manual Placement sometimes. 😆
Suggested by @jolly terrace (User ID: 978792097194840135)
A search bar in the friends section/leaderboard. It can be extremely frustrating when your looking to check stats or rank. It’s not much of a problem for new players with very few risk friends but when you start getting into the hundreds it is quite a hastle to try to find them.
Suggested by @harsh temple (User ID: 448774951265239041)
Ranked vs. Casual
Problem
Use of VPNs/Proxies to violate fair play rules, ban evasion etc.
Potential Solution
Block use of VPNs & Proxies across Ranked (1v1 & FFA) while permitting them in Casual games (as these have no impact on rank)
Considerations
[1] Genuine use cases for VPNs & Proxies, e.g at work, not wishing ISPs etc. to know how you spend time.
-> Can have a heavily high limit where VPN/Proxy is available, e.g 1000+ games played minimum. Takes too long to effectively use to cheat, while letting longer-playing members not be negatively impacted.
[2] If a player is using a VPN/Proxy and tries to select Ranked mode, should have a clear popup letting them know why they can't play.
[3] Could optionally remove the "min. 3 game requirement for ranked/casual games" - as this would manage it more effectively
[4] If overall it is not a feasible suggestion to implement, this should still be considered for highly competitive / high reward events, e.g tournaments.
Suggested by @opal lava (User ID: 478292490852761611)
Camera animations off by default
Suggested by @next vault (User ID: 283727261662969866)
kills in a ranked game grant rank points
Suggested by @jolly terrace (User ID: 978792097194840135)
A fingers crossed emote.
Suggested by @upbeat gale (User ID: 967475058572406804)
List the begin/end date of each season at hasbrorisk.com.
Suggested by @hazy hill (User ID: 445534673636950016)
A 2v2 mode? basically just a normal game but teams
Suggested by @fleet tundra (User ID: 123246739774898180)
Caps first turn bonus troops
Problem
As a grandmaster, the most common way I lose 6 v 6 FFA Caps games is going last or second last. With annoying frequency, the player before me puts their first turn forces next to my cap, and blitzes them.
It's regularly successful, and on the turns where it isn't, my cap is brought to 1 or 2 troops and I need to spend almost all of my first turn reinforcing it, putting me woefully behind in overall troop count, and minimising the capability to take a territory.
Potential Solution
Rather than giving players bonus troops to place on their turn for being later in the turn order, instead place those bonus troops on their cap when they place them.
This both solves round 1 cap blitzing in all but some very weird circumstances, and creates an interesting strategic layer where normally you have terrible places to put your cap as the last player, but now because your cap is stronger, you can be a little riskier with it.
Suggested by @upbeat gale (User ID: 967475058572406804)
List the day/time that each leaderboard resets at hasbrorisk.com (e.g. Sunday at 0:00 GMT). It might also be helpful to include a link to a time zone converter.
Suggested by @opal lava (User ID: 478292490852761611)
Custom gameplay setups for Private Games. Like you could do that everyone starts with 100 troops on a territory for example, or like to create some kind of scenarios in general, also things like custom blizzards and such. I think it would make some great content for YouTube.
Suggested by @ebon ledge (User ID: 236796185371869185)
add an option to play without cards. It's incredibly frustrating when you outplay someone, but get screwed because they can get 10 troops on turn three, meanwhile you're forced into a 4 match on turn 5
Suggested by @opal lava (User ID: 478292490852761611)
Problems with the 1v1 ranking system:
- It's still a lot about noob farming and grinding countless hours in general.
- If you wanted to limit your lobbies to high ranked players, then you would barely get any games going if at all.
- Even if we were forced to play with players our rank only, a lot of top players know each other anyway, so that would be against the Fair Play Rules.
- But even if the above points weren't the case, the grinders mostly play on their own comfortable settings and the map anyway and don't try anything else, which doesn't really help to evaluate the best 1v1 player overall, the top 1 player might just be the best at his own settings. On the other hand a player wouldn't feel much joy if he was forced to play something random.
Solution: Replace lobbies with automatch: you enter it with your preselected settings and map, then it tries to match you with as close ranked player as possible (the range increases every x seconds), finally the automatch selects the settings of the higher ranked player (since he is risking more ranking points) and the game starts.
Suggested by @upbeat gale (User ID: 967475058572406804)
Provide a game modifier option to play without cards. This reduces a significant luck element and makes the game more skill based.
Suggested by @humble relic (User ID: 92082433435906048)
General feedback
- Being baited into games you don't want to play after all. This occurs when you join a game and the host immediately starts it before you can leave, or the host adds computer players then starts it before you can leave. With the former, I want to make sure there are no computer players in the lobby before I decide to play, and I sometimes can't do that if the host starts it right after I join. With the latter, the host adds computer players and by the time I can hit the button to leave the game, it starts it. Yes I can not ready up, but it's a waste of time and it's all too common.
Solution: Add a ready system on the Join screen as opposed to countdown screen. This allows players to see the game they are getting into, and doesn't allow the host to start it right away. If the host adds/removes players or computers, you automatically go back into not ready status
- Computer taking over players. The newest update tried to fix it, but IMO inactive players should only have a neutral computer take over. The second part of this kind of goes with #1. With the current ready system, players who do not ready have a computer replace them in the game. I don't want to play the game at all if that happens. I'd want a way to back out without impacting rank (and coins for people who aren't premium).
Solution: Inactive players only have a neutral computer take over.
- Stalemates in Fixed card games. Probably the most common thing. I like fixed cards as it doesn't rely entirely on luck with which cards you get (with Progressive, in the endgame it's all about who gets lucky with cards). However, Fixed card games typically have a player attack one territory, fortify, then get a card. This just keeps going over and over each turn until someone gets tired and either let's the computer take over or suicides into someone else, giving the remaining player(s) the win or advantage.
Solution: Don't have a good idea yet, thinking.
Suggested by @harsh temple (User ID: 448774951265239041)
Suggested changes to competitive gameplay for top of leaderboards
Current brackets for class are:
Novice - 0
Beginner - 1K
Intermediate - 6K
Expert - 11K
Master - 16K
Grandmaster - 26K
At higher ranks it is difficult to match games Vs strangers as there's a very small group of players at top levels, they likely know one another across social platforms. This makes fair play rules difficult to navigate needlessly.
A good solution for this would be introducing a league:
For players >30k in rank only.
You can play up to 5 games per day while above 30k.
Rank points should be calculated less drastically for these games (consider our previous bounty & placement based point system to take over at that level) - as these gauge competitive skill much better.
Everything is automatched & anonymous - players do not see any stats, names or cosmetics whatsoever. Can optionally list opponents once the game completes, and everyone can spectate the game until the end (more motive with less games / day)
If you fall below 30K you are back into the standard ranking system (no longer in League with automatch and anonymous)
Game limit resets at 0000 UTC to match Battle Points reset - this limit only applies to league games (falling out of it and reaching it again cannot bypass this as a result)
Maps/Settings are selected through a raffle of players preferred settings (unique league preferences) So players can pick top 5 maps, preferred mode, card type, placement type etc. - each players choice acts as a raffle ticket, so more preferred is more likely to proceed. Maps are grouped by pack (Ibai/Arkeanos are grouped with Classic as "unlisted"), when a map pack wins, a random map is provided from map pack.
Suggested by @dusty veldt (User ID: 299566213275713536)
Part of the purpose of having a ranking system in a videogame is to encourage players to play and track their progress.
Having a single rank number (FFA LB rank) directly underneath your name in your player profile acts as an excellent motivator to keep players engaged and playing. The way the current SP numbers on two leaderboards is displayed is a VERY BAD long term design choice because it is confusing to new players and includes the 1v1 leaderboard which a smaller fraction of the player base cares about.
I suggest we revert the design of the main player profile to highlighting the players ffa rank immediately underneath their name and include other statistics beneath that or off to the side.
Suggested by @upbeat gale (User ID: 967475058572406804)
Automatically end a game once a player has eliminated all human and ranked AI/bot opponents. Since non-ranked AI/bot opponents do not impact on skill points, there is no value in requiring that these players be eliminated. This would apply to AI/bot players included in the initial setup of multi-player/FAA games or in 1 vs 1 games once, this game mode has been reinstated.
Suggested by @floral nacelle (User ID: 874164087376986143)
Make The Dice Hate Me a Permanent Chat Expression. 🥺 😂
Suggested by @fleet tundra (User ID: 123246739774898180)
Problem Despite changes made, players 'botting out' is still a recurring problem as the 10 minute grace period allows them to rank higher than someone forfeiting directly. As such, higher rank players are botting out rather than forfeit still.
Proposed Solution Make it so that their rank is locked in at time of bot out, and only gets unlocked if they return. This will make it so some advanced players may 'bot out and come back' repeatedly but if they do this serially they will be caught and booted.
Suggested by @upbeat gale (User ID: 967475058572406804)
Background SMG wants to maximize revenue by increasing gameplay and user satisfaction. Users want an enjoyable RISK experience. Issue The current system has a severe loss penalty that often requires many consecutive wins to recover from a single loss. This results in: • Increased user frustration/poor reviews (reduces revenue) • Decreased playtime (reduces revenue) • Discourages users to try new maps (reduces revenue) • Increased app un-install rates (reduces revenue) • Increased noob hunting (high skill players seeking games with low skill ones) • Increased Smurf accounts (high skill players playing on a low skill account) • Increased sniping (high skill player specifically targeting another high skill player using a low skill account to lower their ranking) • Increased ambushing (high skill players nearly exclusively using premium settings and maps to maximize wins against those without regular access to these features) Solution Eliminate the loss penalty. Align rank increase with the level of the opponent. Win against a Novice = +5 rank increase Win against a Beginner = +10 rank increase Win against an Intermediate = +20 rank increase Win against an Expert = +40 rank increase Win against a Master = +80 rank increase Win against a Grand Master = +160 rank increase Benefits • Eliminating large rank drops reduces user frustration. • Increases playtime. • Encourages users to try new maps/premium content • Encourages users to play higher level opponents. • Eliminates sniping • Encourages users to play on primary account • Reduces the need to ambush players for easy wins
Suggested by @jolly terrace (User ID: 978792097194840135)
Add a friend chat feature. You could type messages to friends outside of games. I’m sorry if this is to vague but I really don’t know what else I’m meant to say, it’s a very simple concept that I think would be awesome to see.
Suggested by @ebon slate (User ID: 694653852569305179)
Improve the Home Screen:
Make the FFA ranking points the default with the option for players to toggle over to 1v1 if they so choose.
Add an explanation of the way ranking points relate to rank names in the help “?” or better yet a pull down graphic showing a players rank position in scale to all players. A new player shouldn’t have to go to Discord to try to figure out what the rank even means.
I’ve really grown to like the current graphic showing position in a rank and progress towards the next rank and think this could if properly displayed and explained be useful for new players.
Bring back the actual FFA rank number if you can display both it and the FFA rank points next to each other in a concise way. You might have to decrease the size of those sexy dice and troop displays to make room.
A week ago I would have agreed 100% with Pete’s suggestion above just to bring back the FFA rank number and get rid of the rest of this, but I think there is a way this new rank display could be used to get newer player excited as they move up through the ranks.
if you can’t bring yourself to upvote this suggestion then please find Pete’s suggestion:
“Part of the purpose of having a ranking system in a videogame is to encourage players to play and track their progress…”
And consider up voting that. Let’s encourage SMG to make actual improvements and not just cosmetic ones.
Suggested by @upbeat gale (User ID: 967475058572406804)
Some players seek out games with bots/AI players while others dislike them. To help with game selection, recommend that the number of pre-selected bots be listed in the lobby for each game. In addition, there should be a filter to allow people to select/de-select games that specifically include bots/AI players.
Suggested by @ebon slate (User ID: 694653852569305179)
Actually add the A.I. option “Nothing”. As described in the game help there are three options: Automated, Neutral and Nothing. “Nothing: There will be no AI takeover if a player becomes inactive. However after 10 minutes they will forfeit the game.”
Adding more bot options and seeing how they are used is a good way to improve the game.
I think a bot that doesn’t give away that it is a bot but just places troops and then passes for a turn or two would cover for any internet problems. If a player hasn’t reconnected before their 3rd bot turn then they probably aren’t coming back and if they do the game has changed so much it hardly seems fair.
Suggested by @turbid relic (User ID: 331876438187704323)
Add “Neutral” as an AI difficulty, where bots added to the game have neutral behaviour.
Fills space in the early game, which reduces turn order advantage on large maps, without the bots making random disruptive moves.
In the original Risk board game, and most newer versions, 1v1 includes a neutral, since it balances turn order a lot better.
This single change would double the number of existing maps viable for 1v1, vastly increase the number viable for 3-4 player, and open the possibility for far larger maps in 5-6 player, if SMG wants to create them.
Suggested by @turbid crane (User ID: 317725446181748736)
Add a major tweak to balanced blitz dice. Currently you can lose more troops than necessary when attacking with bigger stacks. For example 4v1 that means 3 attacking and 1 defending troops is 100% chance, but you can lose more than 2 troops against a 1 stack with BB. Patient high level players adjust because of that their slider for most attacks, and safe more troops on average. This mechanic increases the speed deficit for mobile players and handicaps the average player, because this behaviour is not expected. My fix for that problem is to move the slider always to the lowest possible 100% roll (or calculate the rolls as if that is done), and still allow people to do below 100% rolls with big stacks, by adjusting the slider below the 100% point.
Suggested by @upbeat gale (User ID: 967475058572406804)
Move the “Surrender” button to the main game screen. Include an “Are you sure?” follow-up prompt to prevent accidental use.
Suggested by @ebon slate (User ID: 694653852569305179)
SMG needs to do something to encourage white flag quits and discourage app close quits.
(Pleas vote up or down on the above statement)
REASON: App close quits leave long turns with nothing happening and the appearance of deliberate bot out. White flag quits are the right way to leave if you have to quit for some reason. While a few players deliberately bot out with the intention to come back or bot out with the intention of leaving a bot problem to mess up the game for other players, the vast majority of bot outs (not caused by internet problems) are caused by players who just don’t know how to quit and simply close the app.
Four possible solutions:
1: Update the tutorial so it shows very clearly how to white flag and explains why it is the right way to quit. I suggest dialog along the lines of: “if you feel that you have lost or can’t continue to play for any reason the proper procedure is to…” …slam that white flag 😏
2: Include a white flag encouragement message in a small info bar at the bottom of the main screen that might cycle through various hints and tricks for new players (with the option to select “don’t show this” so it can be removed and will not annoy experienced players).
3: Place the white flag button on the game screen not hidden in a pull down menu. Label it “Quit” Add a ten second delay… if you click the flag you get a full screen count down… “You just surrendered, If that’s not what you meant to do click here.” If they don’t click the back button before the timer runs out then they get a full screen “better luck next time / thanks for playing” message before returning to the Home Screen.
4: Reward players in some way (maybe 1 gem) for each game in which they either play till the end (victory or elimination) or leave by use of the white flag. Players who finish 1st or 2nd could get an additional reward, but importantly players who bot out get nothing.
(See risk-idea-discussion for the source of some of these ideas)
Suggested by @polar iron (User ID: 991553522078335017)
Swappable phrases/emotes so players can pick from a big list the ones they want to use most
Suggested by @unique shale (User ID: 241637821700374528)
A section in our profiles that displays the results (without setting information) of the last 10 matches or something. It would be fun to keep track of winning streaks and modes played in a visual manner.
Suggested by @fiery beacon (User ID: 938567696147152966)
Change How Many Troops are Moved with the Slider
How Many Troops are Moved Now
Background: A player chooses to attack a territory and elects to use the slider instead of a full blitz. Then the player selects the desired number of troops from those available on the attacking territory. This number is the amount committed into the attack action.
Assuming the attack is successful, the player is then able to move troops to the new territory. This number can be anything from the original territory regardless of the amount of troops committed to the attack strike.
Why This Does NOT Make Sense
Problem: As it stands now, players can simply change the outcome of moving large numbers of troops around a map. Players just need to choose a smaller amount to commit to each attack action. This bypasses the equations that would include the full number of troops from the attacking territory. This changes the risk.
Currently, there is no limitation of using the slider as opposed to using full blitz strikes. There isn’t any strategy around deciding which method is used. A full blitzing across the map has no advantage over setting the slider.
Add Strategy and Maintain Risk
Suggested Solution: After a player has attacked a territory, with the slider, they can only move a number of troops according to the amount they selected on the slider to this new territory. The troop moving scroll wheel would operate as if the player attacked with that number chosen on the slider. Any troops not committed to attacks would have to remain on their original territories.
This would give purpose and advantage with full blitzing across a map; it would introduce strategy while balancing the slider.
Suggested by @upbeat gale (User ID: 967475058572406804)
Random thought. It will be interesting to see the reaction.
BACKGROUND. Noob farming, where advanced players seek out novice players to specifically improve their rank, is wide-spread. While this is routinely acknowledged and discussed, no effective solution has been devised to prevent it.
PROPOSAL. Assign wins against expert level bot/AI opponents the same skill/rank points associated with a win against a brand-new novice human.
DISCUSSION. This accepts the reality that in the absence of a major rework of the ranking system, the practice of high-skill individuals playing low-skill individuals is not going away. It also acknowledges that expert bots are generally as good, or better, than novice humans. The proposal provides advanced players an option to improve their rank that does not require crushing/demoralizing new human players in unbalanced games (which routinely occurs today). By assigning the minimum skill/rank points to expert bot wins, it makes this path as slow and difficult as possible.
Suggested by @ebon slate (User ID: 694653852569305179)
my secret 🤫 idea (don’t tell SMG):
A new zombies mode only available in play with friends games:
“play with undead friends”
When your last troops are killed, you don’t quit you are spectating to see how your friends do, but now there’s something for you to do too.
“You can’t win, you’ve lost but now… you are undead”
On each turn cycle while zombies still exist on the board the dead player’s turn comes around and some of their lost troops respawn just like the zombies. Now your friends have to fight the main zombie hoard and a smaller army of human controlled zombies. You can continue to torment your friends for many turns. The final player might have to defeat up to 4 small human controlled zombie hoards in addition to the big green menace.
Suggested by @turbid crane (User ID: 317725446181748736)
Force new accounts to read through all Fair Play Rules and but a little quiz about those rules at the end, to confirm that they understand them. It could be a popup if you try to join your first public casual or ranked lobby.
Suggested by @unique shale (User ID: 241637821700374528)
"Noob farming" has beeing talked around and I think it is actually negative to the upcoming and new playerbase, promotes frustrations, etc. And also because it devalues the ladder when there are systems that some players can exploit to go up in the ladder much more easily than others. Why it can't be solved with just a tweak in the MMR system? Punish harshly the amount of points acquired when the higher rank person wins against the lower ranking person while increasing a lot the points being lost when a high ranking person loses when playing with low rank players.... Then it is not profitable anymore to do this practice... Yeah they can win over 80% of the games, but for each win the actual earnings are measly, compared to the amount of points they can lose when a few vengeful and irrational kamikaze hits happens.
Suggested by @ebon slate (User ID: 694653852569305179)
SMG should begin examining the possibility of adding a playing environment to the game. The typical user on a PC or mobile devices interaction with this environment would be as simple as a table surface on which the player would have control over the scale of the map on screen.
This would help solve some problems with the game maps extending too close to the edges of the screen and hit box overlaps that happen when trying to click on certain territories in the lower right and upper left of the screen. Hit box overlaps currently happen on at least some mobile devices when emotes pop out in the lower right and happen when certain territories disappear behind the help and battle log icons on the upper left.
But regardless of those problems which may be able to be solved in other ways, giving the player some custom control over how the map is displayed on their screen is a massive positive, and would allow for play on larger and larger maps to begin to be more practical.
And of course it opens up possibilities for a whole new revenue stream… SMG can sell custom table tops and even Risk themed objects to fill out the surrounding room in the future. Forward thinking design will allow for seamless compatibility with VR head sets and an immersive game playing environment for players who desire such an experience.
And best of all because these alterations would only be visible to the player themselves and their opponent might be playing “Traditional view” (what we have now). Backward compatibility to the view we have now would be maintained so there would be nothing for players who don’t want these features to complain about… meanwhile SMG can rake in the cash from all the new custom stuff they can sell, and you traditional player won’t even know about it.
Finally if we get lucky SMG will spend some good portion of that cash on in game improvements to make the on board Risk experience better and better.
Suggested by @opal lava (User ID: 478292490852761611)
The ability to send attack requests (as well as thumbs ups/downs and hearts) to other players in the no alliance games (it could be an optional setting)
Suggested by @dusty glacier (User ID: 736179092625555466)
Hello, I would like to make a proposal. My proposal is to put more historical "characters" since this Napoleon could put characters like Felipe 2 or Enrique 8 for example.
Suggested by @ebon slate (User ID: 694653852569305179)
Add a new variation of neutral bots. Blizzard Bots!
Acts like the current neutral bot except that it places troops next to and hits a single neighboring one (takes a card and passes) for its first 2 turns. After that if the human player has not reconnected then the bot would (over several turns) fortify into centralized stacks leaving ones next to its neighbors so that it would essentially surrender territory over time. At some time after the human player can no longer return (4-5 turn rounds or five minutes would be my preference) then the bot’s remaining stacks would turn into actual blizzards. Any remaining bot territories (1s or 2s) would just stay neutral and could still be killed. The bots turn would be skipped after that so it would add no more troops, but the blizzards would be permanent and would act just like blizzards as we now have them.
Might make for very interesting play… if you don’t want a blizzard near you then you have to hit the bot’s stack before it freezes.
(A variation of Blizzard bots with active bots might even allow players to attempt to steer the bot into a location where they wanted a Blizzard by manipulating the bots path in its last couple turns before it freezes.)
Suggested by @upbeat gale (User ID: 967475058572406804)
BACKGROUND
During the initial deployment of Armies using the manual set up, players are limited to placing one army on a territory at a time. This prolongs the initial setup phase.
RECOMMENDATION
Allow players to place multiple Army’s on a territory in a sign turn.
DISCUSSION
Depending on the map and number players it currently can take up to 50 rounds to place all Armies. In many cases a player may want to place several (or even all Armies) on a specific territory. Allowing multiple Army’s to be placed in one turn has the potential to significantly shorten manual placement setup times.
Suggested by @dusty veldt (User ID: 299566213275713536)
a clean way to reduce collaboration in game and restore some semblance of lost credibility would be to prevent any two accounts from playing eachother ranked more than once over a set period of time. Say every two weeks or so. Force those who would cheat this way to make new accounts every time. This doesn't solve the problem but it would mitigate it. On top of reducing cheating through collaboration this also has the benefit of improving consumer confidence and reducing the overwhelming amount of complaints about collaboration in the public discourse which is a really bad image for the game.
Suggested by @icy trellis (User ID: 242681507653615617)
A Feature to Report Player/Players after the game ends!
Are you sick and tired of not being able to report those that are cheating/hacking and/or doing other malicious things in your game after the game ends? Don't know about you but I definitely am.
Benefits:
- More Established User Interface for Reporting compared to this one!
- People wouldn't be making millions of tickets after the game just because they didn't have time to report and/or forgot about it!
- Less Work for Devs to deal with this stuff and way easier to deal with!
Why isn't this in game yet? ❔
Suggested by @turbid relic (User ID: 331876438187704323)
Report Bug button in Risk App
- Way more data on when and where different bugs are happening
- Fewer bugs accidentally overlooked because of players not knowing how to report externally
- Massively reduced administration time creating and handling tickets
Suggested by @opal lava (User ID: 478292490852761611)
Highly decrease the time you're allowed to be disconnected in 3 player situations. Currently you forfeit after 10 minutes of disconnection, which is way too much time.
Background: in a 3 player situation when one of the players disconnects, 2 of the real players will go after each other, thus resulting in one of them getting 1st while the other one getting 3rd, meanwhile disconnected player gets unfairly rewarded with 2nd. And that's assuming that player didn't suddenly come back to the game, some people pretend to be disconnected just to comeback a few turns later, so with the both opponents destroying each other they would unfairly get 1st.
Suggested by @polar iron (User ID: 991553522078335017)
Sound options just for when the lobby is full, when readying up, and when it's your turn. Idk why I'm notified of when the next round begins on the first person.
Suggested by @wintry hare (User ID: 624049306642415665)
Add back "take the risk"
Suggested by @icy trellis (User ID: 242681507653615617)
Add Meaningful rewards towards the Ranking System!
I've personally gotten really tired of the grinding aspect for this game in recent times, since it has become tedious to constantly work your way up and you don't gain any rewards from it at all. I'm sure a lot of people can sense this feeling as well from time to time, so why not introduce some proper rewards, This is my example:
- Reaching Grandmaster rank you achieve a Specific Map Pack and a couple of gems (like 100)!
- Reaching Top 500 you achieve a Map Pack + Cosmetics (Can be a Bundle), emotes and more gems (can increase it by 100, so 200)!
Reaching Top 100 you achieve 2 Map Packs + Cosmetics (2 Bundles), more emotes and 300 gems!
etc...
And this just increases by 1 on Map Pack and Cosmetics (and a couple of more emotes) + 100 on gems each time you achieve a new milestone!
There can also be Season rewards, where if you hold smth till the end of the Season, you get rewarded with a Special Reward (Can either be an Amazon Prime Reward, Certain Number of gems more than ordinary milestones etc...).
This can potentially increase more Player Activity on the Leaderboard as a Whole and give Players more purpose to Compete against each other, rather than still just have it being mindless time waste of grinding for a potential rank, which just gains you bragging rights on this Discord and nothing else.
Both 1v1 and FFA need to have this btw, if this can be possible.
Suggested by @upbeat gale (User ID: 967475058572406804)
ONLINE LEADERBOARDS
BACKGROUND:
Hasbrorisk.com currently lists four leaderboards: Multiplayer (seasonal), 1 vs 1 (seasonal), This Week’s Best Players, and This Week’s Most Wins. This Week’s Best Players has not been populated since mid-November. The This Week’s Most Wins leaderboard has had technical issues for a long time (resets daily).
RECOMMENDATION:
Replace This Week’s Most Wins with Most Win’s (seasonal). The seasonal leaderboard is correct. Replace this week’s best players with Most Battle Point’s (Seasonal).
DISCUSSION:
This aligns all four leaderboards to a seasonal timeframe for consistency. It resolves the technical issues with the current weekly leaderboards. It also recognizes those that make an effort to acquire battle points, which is currently not promoted.
Suggested by @upbeat gale (User ID: 967475058572406804)
CLASSIC RISK LEADERBOARDS
BACKGROUND
A large number of players enjoy the classic game of RISK. This is evidenced by the high percentage of classic world domination games in the lobby at any given time. A smaller subset of players prefer premium maps, modes and/or modifiers. Even though classic world domination represents the majority of games, these players are typically under-represented on the current leaderboards. This is primarily because “classic” games tend to have lower win-rates than their specialized counterparts.
RECOMMENDATION
Create leaderboards devoted to Classic Risk World Domination.
DISCUSSION
This creates a more level playing field for those that prefer the original RISK game, while preserving existing leaderboards for those that enjoy specialized maps, modes, and/or settings. The net result would be four leaderboards:
• Classic World Domination Multi-Player
• Classic World Domination 1v1
• Specialized Multi-Player
• Specialized 1v1
The classic leaderboards would be limited to world domination mode using the classic map without premium modifiers. The specialized leaderboards would include games using any other map, mode, and/or premium modifier. This allows the majority of players who enjoy the classic game and/or those that don’t have regular access to premium content to compete against each other. It also provides a forum for those that prefer premium content to compete against their peers.
Suggested by @dusty veldt (User ID: 299566213275713536)
The neutral bot has been an excellent addition to the game as an option! This suggestion is to add a third option between Neutral and Automated. The 'unready' bot. A player who fails to ready up finds themselves replaced with whatever bot type has been selected in the settings. This can lead to games (of Classic fixed generally) where a player fails to ready up resulting in the neutral AI acting as pseudo blizzards. Instead a third AI toggle would allow for an automated AI at the beginning of the game but a neutral AI at any other point. Games of fixed classic are much improved by using the neutral AI because it is an effective way to mitigate the scumbag bot out strategy; players disconnecting temporarily and then returning on purpose. But having a neutral AI from the very beginning of the game is very impactful in a way that cannot be planned for in the lobby.
Suggested by @turbid relic (User ID: 331876438187704323)
Option for the game to return to lobby instead of starting if someone doesn’t ready up
Suggested by @polar iron (User ID: 991553522078335017)
No players can rejoin after 3 turns afk.
Suggested by @turbid crane (User ID: 317725446181748736)
Create a toggle option to disable zoom in and move to position on double click.
The game sometimes reacts slower than I click and just zooms in, which wastes time that is not necessary. It's fine as an accessibility feature, but mostly unnecessary.
Suggested by @cloud brook (User ID: 669323252228685854)
Daily Wheel Spin
Upon loading the game and wheel with a list of rewards will show up. You get one spin a day to win these awards. These awards can include:
-Gems(5-100 Gems and maybe more; the higher the amount the more rare)
-Special Frames, Special Dice, Special Characters(things not available to buy in store)
-Limited time access to already implemented Dice, Troop and Characters(able to use those for a day then you lose access?)
I imagine SMG and other people can come up with other things as well. Just a few examples.
The chances of getting less valuable stuff on the wheel is higher like some small gem counts to make it harder/rarer for people to get access to the special and non special customizables and higher gem rewards.
Why? A fun way to encourage people log in to the game daily, adds a extra layer of fun and enjoyment and of course some more rewards.
(Also if wanted SMG could add in where you get one free spin a day but can spend gems to unlock more spins. This could also replace the ability to claim 2 free gems a day as you would be getting that with this pretty much)
Suggested by @tardy vigil (User ID: 720689371728314388)
If two players are hosting lobbies that are exactly the same (same settings, desired player count, and number of bots), combine those into one lobby. This will help some games fill faster by preventing duplicate lobbies.
Suggested by @lofty verge (User ID: 565618257638457394)
I would love it when we open the game, we would go straight to the gems daily reward. (I keep forgetting to claim them, I returned after years when gems didn't exist yet). And like adding a daily login bonus. Maybe build up a week or something like that? Many games do it, makes us come back to get the reward, and play since we opened the game any way..
I also would love more avators, or maybe be able to create it ourselves. Like a hairstyle/color, ... I am a blonde girl and I really dislike the only blonde I can use. And the other females are so far from myself I feel there is no other option.
Play colors.. I saw developers play in pretty nice colors on a video, and I was like why isn't it available for us?
Maybe give more color options to premium players I would've bought it faster just for that. Could just give it to everyone but I figured could be a benefit for the developers as well. Like when someone got my color which is pink there is no other I like and I would be so happy if turkoise was also an option.
Suggested by @upbeat gale (User ID: 967475058572406804)
Provide the option for the creator to edit or delete posts submitted to # | Risk-Ideas. Sometimes there are typos that need to be corrected. Sometimes others provide input that may merit a change to the original submission. If a post is edited, send a notification to anyone who has voted on it to let them know, as the change may impact their response.
Suggested by @fiery beacon (User ID: 938567696147152966)
Improve the Minimum and Maximum Rank Filters
Currently, setting the minimum or maximum rank filter(s) causes the game browser to filter out all games that do not have that specific setting. For example, if the minimum rank filter is set to beginner, the match browser excludes games with minimum rank settings of intermediate and above as well as games allowing novices.
This forces me to not set my minimum rank filter. I must still scroll through a bunch of games, I may not wish to play. It becomes a real nuisance for me to find games with players intermediate or above.
Solution
Please, make it so that setting minimum or maximum rank filters will mean that the appropriate games are excluded. However, all games that still fall within the parameters of the setting are still included. This would mean that a certain minimum rank setting would not exclude games with higher minimum rank setting; that a certain maximum rank setting would not exclude game with a lower maximum rank setting.
Minimum and Maximum rank filters would get more use, when improved in this manner. Players would be able to find the game they want faster.
Suggested by @bitter sentinel (User ID: 249038996934623234)
I would like to see you display the correct icon on the game board when the cards are toggled on.
Suggested by @manic loom (User ID: 846976046708031489)
Have a button to edit your dice and troop ( edit avatar) after clicking the Ready button when playing multi player
Suggested by @upbeat gale (User ID: 967475058572406804)
AVATAR DESIGN LAB
This is an expansion of a an idea originally submitted by @lofty verge.
Provide a design lab that allows you to create custom avatars. Individuals would have the ability to modify avatar features such as outfit, hair color/style, eye color, skin tone, etc. This feature could be included with premium purchases or be available as a premium purchase. Either way it would generate revenue for SMG and add variety to the game.
Suggested by @restive stirrup (User ID: 987790457549516860)
In #news_community_feedback there was a question about the capital, and though most voted for not changing it, many voted for putting a limit to the number of troops on capital. And it is actually a good idea. However, there is one problem with this limit. In the middle and endgame, this limit is not very good, bcs it might be too low. The solution is to take some defined % of player's troops and that will be the limit, so it will grow with the game going.
Suggested by @ebon slate (User ID: 694653852569305179)
Improve the Player’s Stats screen.
Add a bounty counter showing total players eliminated with a graph showing players eliminated as a percentage of players faced.
Show the leader board Rank position so that players beyond the top 500 can see their Rank.
Add 2nd and 3rd place finishes to the win/lose bar graph for FFA so that it shows WON and then more faintly 2nd and then 3rd place finishes as part of the LOST section of the graph. This way a player can quickly see what percentage of their loses are “good showings”. This will encourage newer players.
For FFA add stat records of the number of 3, 4, 5, or 6 player games played.
REASON: stats are cool, they are a quick record of a players efforts, and displaying them will encourage player engagement and return play. Additionally the better stat records kept, the better that ranking system can be made in the future.
Suggested by @jolly terrace (User ID: 978792097194840135)
Add a starting position stat similar to the dice roll percentage. Just like the stat that shows you the percentage of your rolls I think there should be a tracker for whatever position your in. Like first, second, third, etc.
Suggested by @cedar pendant (User ID: 611415546558283777)
make more cities maps, like Brazilian cities
Suggested by @ebon slate (User ID: 694653852569305179)
Make new 3D maps on the surface of spheroids. I want to conquer the globe.
Suggested by @ebon slate (User ID: 694653852569305179)
Unstable blizzards!
Once all troops are placed an appropriate number (3 on the classic map) of territories are frozen as temporary blizzards. Every third turn the blizzards thaw and new random territories are frozen. The troops that were frozen return to play when the territory thaws and frozen territories count for territory count and for bonuses for who ever holds them.
Suggested by @ebon slate (User ID: 694653852569305179)
Take your Risk game to the high seas!
The waters of certain maps are divided into small hexagons, “sea spaces”.
A portion of your troops can become naval on certain coastal territories designated “ports”.
Once they set sail they are shown as a troop number inside a small ship shaped icon and you cannot fortify troops to or from a ship once it is at sea.
Each turn your ships can each make up to two moves, moving from one sea space to an empty adjacent sea space. These moves are made as part of the attack phase of your turn. Each ship can each make 1 or 2 moves or 1 move + 1 attack. A move between empty sea spaces is made for free with no troops lost. Meanwhile on land the game continues as normal.
If your ship ends up on a sea space adjacent to a sea space occupied by an opponents ship then you can attack and kill some of their troops, kill all their troops to sink their ship (or capture it if you have enough troops to occupy both ships), or you can pass by peacefully.
Troops from Ships can come ashore at designated ports with a normal attack or come ashore on any other coastal territory with an attack disadvantaged similarly to attacking a cap to represent the difficulty of a beach landing. The attack stage ship movement bringing your ship into a sea space adjacent to a territory you wish to attack or a sea space occupied by an enemy ship you wish to attack and the attack itself can be made in the same turn (1 move + 1 attack). If you have made two sea space moves ending next to an opponent then they will get the chance to attack on their next turn.
Coming ashore to your own territory can be accomplished by moving the ship until it is in a sea space adjacent to the territory. You can then either move the troops ashore in the fortify stage or use 1 sea space move to land the troops.
Movements on the oceans would always be obscured with all the sea spaces under fog, while the land could be set to fog or not with the normal fog option.
Suggested by @ripe pendant (User ID: 664589097905553439)
update caps to use two D8 instead of three D6 dice. It is slightly less defensive for large number of troops to prevent proloning the game and also has less variance due to fewer dice, but it is more defensive in early game with fewer troops when cap defense is more important.
Suggested by @waxen coral (User ID: 356878381276594186)
if you have portals active. The game tells you where the next portal is before it arrives.
Suggested by @ripe pendant (User ID: 664589097905553439)
A lot of times a gm is in the lobby players complain about novices being an alt account for a gm bc the novice makes a dumb move that let's the gm win. To prevent this perception of collaboration, SMG must limit the range of player skills in a single game.
Limit gms to play expert rank players at a minimum to prevent noob farming. Allow novices and beginners to playing intermediates at a maximum. It is no fun for them to continually get beat by the top players.
Suggested by @lofty verge (User ID: 565618257638457394)
I would like to be able to tell an ally where I want them to attack. I saw it too many times when you say attack that color they don't seem to understand. I have it myself sometimes like after the move I made, like oooh he/she probably tried to tell me this. I don't think you always have to do what someone tells you to, I don't always. But there are moments I felt if I could've said what I am trying to say. It would be a lot different. Oh to be able to say something like "I made a mistake, I messed up." Would also be nice. Or like "With what?" I find myself saying a lot. When they say attack that one. 🙈 Maybe like being able to make a sentence ourselves would be cool. Like the discord one that changes, a personalized button to say what you like to say.
Suggested by @harsh temple (User ID: 448774951265239041)
Improve navigation in Shop
- We have filters for games, this would be great in Shop too!
- Where does this dice come from, is it part of a bundle I can wait for or can I only buy it individually?
- Why can I view cosmetics but not view Emotes or Event items that are unavailable or Maps?
More about 1
- Search 🔍 option
- Clear Filters option
Search page lets you select which headers you'd like to display, whether to include unobtainable items or not, along with whether items are specially themed (e.g Pirates), along with "include maps" / "include emojis"
Clear Filters option would be a large button at the end of headers with a tooltip to stand out, should be bright red to stand out visibly.
A total count should be available for your results (below search) along with an individual count for any matches in avatars, maps etc.
More about 2
There are three variables that are helpful here:
a: How can this item be obtained?
List all available routes on pop-up, Green is "available now, take me to it", Red is "this is not available anymore" - text would be e.g Spellcaster Bundle, Fantasy Map Pack
b: Where did I obtain this item? (Amazon Prime Drop, daily deals, customisation, bundle?)
c: When did I obtain this item? (Date!)
More about 3
Listing map packs in customisation let players view all owned map packs quickly in one place, select one shows it in half screen view - click "View maps" to see all of the maps together, click on a map to view it like in shop. At this stage, can add in some buttons that work across all maps to see: Territory Names, Continent Names, Territory Count, Continent Bonus.
Listing emotes let's players see all of their emotes without having to join a Multiplayer game, it is a bit of a pain only being able to find it during a live game - making it more accessible would be
Normally don't list 3 suggestions as one but feel that they are a 3 in 1 solution that only really works if done together.
Suggested by @opal lava (User ID: 478292490852761611)
Stop rewarding losing places.
Currently you can make it to Grandmaster by always losing. For example: you could just wait till in the 3 player situation you have more troops than one of the players and take that player out so to finish in 2nd and be guaranteed getting ranking points. Or you could just stack your troops into one army the entire game without doing a single attack, especially in the capital conquest mode, nobody will pay the attention to you, so you'll get taken last and receive the ranking points for the 2nd place.
Risk is probably the only game in which you can reach Grandmaster by never winning 😂
Suggested by @ebon slate (User ID: 694653852569305179)
Modify the Automated bot so that bot outs are no longer rewarded. Human players who bot out should get last place.
Sure the Neutral behavior option is great but it doesn’t solve the problem. Some players want human players who leave to still be replaced with automated bots because it still feels something like a game of risk, and the game isn’t totally ruined. If a human player leaves and more than two minutes have passed and they have not reconnected then they should get last place, regardless of what the bot does after that.
Suggested by @real cairn (User ID: 493455571190808603)
revamp the shop! what is the point of having the customization tab when you can view all of the dice, troops etc. in one place? i think it could be done a lot better and there are many games that SMG could get a good understanding of how an in-game shop should be structured.
Suggested by @turbid crane (User ID: 317725446181748736)
Release an official statement on how ranking points work. This would include the point in time when players count as players, and when their placement happens. I see many question about bots and botting out in this discord, and the only information that the game offers is that there is a ranking system.
Suggested by @ebon slate (User ID: 694653852569305179)
If you quit a game by closing the app or worse just wandering away you are wasting everyone’s time and making the playing environment worse.
These kind of quits leave long empty turns with nothing happening before the bot kicks in and creates the appearance of many more deliberate bot outs than are actually happening. While there are a few players who deliberately bot out with the intention to come back or bot out with the intention of leaving a bot problem to mess up the game for other players, the vast majority of bot outs (not caused by internet problems) are caused by players who just don’t know how to quit and simply close the app or leave the app open and stop playing.
Using the White flag is the right way to leave if you have to quit for some reason.
Please don’t add to the impression that our game is full of cheaters and scummy bot tricksters. Your careless bot out will likely look the same as their deliberate bot outs. So please be careful and if you have to quit use the flag. That’s why the option exists. Quitting via the white flag is a sporting and honorable choice, showing respect for the game and your opponents and you can expect the same respect in return.
Because a white flag surrender registers almost instantly it will waste no one’s time.
And if SMG won’t say it then I will:
“Thank you for playing. We’re sorry you have to leave the game now. Please come back and play again soon.”
Suggested by @inland urchin (User ID: 256571150946009088)
you guys need something that can be bought over and over again. here are some examples. can host a game with fog for X amount of gems (way better than premium only). can host a map you dont own. buy more tokens.
Suggested by @opal lava (User ID: 478292490852761611)
Change ranking points to ELO? 🤔
Suggested by @jolly terrace (User ID: 978792097194840135)
A higher battle points cap for premium players. I think that while SMG is making premium a more juicy deal by adding blizzards, fog of war, and portals, maybe also make the battle points cap 2,000 instead of 1,250.
Suggested by @oak wigeon (User ID: 627537891471654925)
In Balanced Blitz, when you attack with more troops than the minimum amount required for a 100% win chance, you can lose (slightly) more troops (on average), as is well known. This is unexpected behaviour, due to how the Balanced Blitz algorithm tweaks the number of troops lost/left. And can currently be prevented by (always) slider blitzing with the minimum amount of troops required for a 100% win chance.
The used algorithm can currently already calculate the minimum amount of troops required for a 100% win chance. If it would use the outcome of that calculation as input for the troops lost/left calculation. You'll obtain the same (desired) behaviour as using the slider for a minimum loss 100% win chance.
The same issue occurs when attacking big stacks with small attacks (but now the defender can't limit the losses with a slider). So in similar fashion the algorithm should also calculate the minimum amount of defending troops needed for a 0% win chance (for the attacker) and use that (again) as input for the troops lost/left calculation.
Suggested by @amber root (User ID: 243114288351281163)
For the holiday season, i was thinking it may be fun to play into the tradition of Christmas. I see there’s already a frozen classic map, which is pretty cool. At the end of a turn cycle (once the last player goes, and before the first player takes their next turn), what if an animation of Santa Clause flew around the map and randomly dropped packages on a few territories. When the package falls from the sled and hits the territory, the package would open/unfold and the territory would receive 1 free troop. Just a little gimmick to roll in the holiday season. Keep up the great work!
Suggested by @polar iron (User ID: 991553522078335017)
Randomized quick match option. Picks a map at random from all maps available to all players. Can also randomize game settings.
Suggested by @polar iron (User ID: 991553522078335017)
Show both player's dice in rolls. Currently, it shows both players rolling in your dice style. Showing dice for each person will make the rolls more interesting and easier to quickly see who is rolling which dice.
Suggested by @cinder totem (User ID: 340226910875549696)
give players the ability to block players they have just played, to help reduce people using multiple generals at once
Suggested by @opal lava (User ID: 478292490852761611)
New players joining 1v1 lobbies of Grandmasters get beaten badly and probably immediately lose the interest to continue playing the game which could be extremely bad for the player base growth - to retain those new users in the game.
Upvote this "idea" if you see an issue in that as well, so to raise the awareness in the community that the developers would notice that and come up with something to fix that.
Suggested by @polar iron (User ID: 991553522078335017)
Show 6 boxes on the game select menu next to the map picture to show if the slot is for players, ai, or n/a, and if a human slot is open or occupied. ... And add a filter for human-only or human-ai mixed games.
Suggested by @ebon slate (User ID: 694653852569305179)
SMG says:
There’s a cat on the risk board! Forget fog, now you really won’t know what is going on. Watch in amazement as numbers are batted from one territory to another, and your opponents carefully placed cap is smashed under the giant paw of doom. Large portions of the board are obscured by the giant flank of a marauding tabby, now you can’t even see your own positions.
Risk your riskiest risk strategies up against the riskiest whiskered riskers.
Tell SMG No! Stop Digitalizing felines. Sure they are the best quality risk bots, but trapping them in game is inhumane.
This needs 100 down votes before April 1st, or SMG will be putting digital cats in all game modes.
Suggested by @opal lava (User ID: 478292490852761611)
Find a way to balance out the 1st player's advantage in 1v1 games based on a map's size. To give +3 troops for the 2nd player in his first turn only works in some maps. The more territories a map has - the more meaningless the three troop bonus becomes. The way how it works now, basically it's impossible to have proper 1v1 games on maps which have over 45 territories, so fixing that issue would bring a ton of new maps to 1v1 on.
Lots of great solutions suggested by awesome people in #🔒risk-idea-discussion
Suggested by @loud rivet (User ID: 553050257576165376)
For manual and semi auto, there should be a separate set up turn timer. For example, you can set setup turn timer to 10 seconds, while the regular turn timer is 90 seconds. Would it way more appealing to join a manual game since somebody can’t troll and take the entire 60 seconds each time to place a troop.
Suggested by @ebon slate (User ID: 694653852569305179)
Test Blizzard bots as an optional variation of neutral bots.
Any human players who disconnect would be replaced with a neutral bot but If and only if a player or players don’t ready up they are replaced with a modified automated bot, a blizzard bot.
The blizzard bot is a slow moving and position consolidating automated bot. It hits a small number and fortifies in such a way to minimize its stack numbers, and move them towards randomly selected blizzard locations. After five to six turn rounds (maybe more: I haven’t play tested the idea yet) the bot would be consolidated to an appropriate number of large positions in the appropriate positions (depending on the map: three for classic) and the bot’s large stacks would then freeze and become actual blizzards. The bot would then flag so it would take no more turns and any remaining small troop locations would be neutral.
Suggested by @polar iron (User ID: 991553522078335017)
Different shapes for troop tiles. Similar to the different shapes for colorblind settings, but cooler shapes, like animals or vehicles.
Suggested by @polar iron (User ID: 991553522078335017)
99cent (or $1) for single maps. It worked for itunes. Why make people buy maps they dont want? How many people won't buy map packs who would buy singles of their fave maps? It's good customer service and business sense to offer single maps.
Suggested by @zealous hinge (User ID: 538526574698561536)
in the stats menu add a section to display the most played map and card progression
would be cool to see if someone got to their rank by playing the best way to rank up fast or through more difficult ways
game mode too maybe but I think that matters less since everyone mostly plays caps and 100% domination
Suggested by @sturdy cloud (User ID: 883085300501454848)
This is an idea to help cater to free-to-play players who would like more than a few maps that rotate and never a guarantee on the naps they like.
Offer chances to unlock a select map by winning a few games. A good example of this would be one of my favorite maps, Trigon's Labyrinth:
Win 10 games total on this map in ranked matches to permanently unlock this map.
Win 30 games total on this map in ranked matches to unlock the other modes for this map.
Win 50 games total on this map in ranked matches to unlock the blizzard, fog of war, and portal functions
The reason I suggest this is because people who do not have the money to unlock these maps may get deterred from playing the game if they are not able to get other maps and have to only spend money to unlock them because 2 gems a day takes a year of dedication since premium is also a pain to get for the tokens to unlock the gems in the pass.
This can apply to all maps and takes long enough to do that people who do not want to grind for that long will pay because winning 10 games in ranked on a map that will not pop up that much takes forever.
Suggested by @jolly terrace (User ID: 978792097194840135)
After just realizing that there is a classic risk map behind the Home Screen I think it would be cool to customize that to be your favorite map or maybe even replicate a game you recently played.
Suggested by @polar iron (User ID: 991553522078335017)
Add a way to Skip to Phase x. Alot of times I just wanna stack one spot and skip the other phases. Maybe add a button bar with phase names (Set Troops, Attack, Fortify, End Turn) that we can use to skip to the phase we want. Side note: I'd also like the option to select a territory to autoplace troops on each turn and skip to the end phase, like an autopilot button if we need to be afk or something, this will also protect against unwanted botting out.
Suggested by @polar iron (User ID: 991553522078335017)
No changing lobby slots from the lobby. Show the slots (player, ai, n/a) from the map select screen so everyone knows what each lobby has. Too many people, myself included, will add bots to try to get more players to join and then remove the bots to get the lobby full of players. But some people want to join games with bots, some dont, some want to play 6 person ffa, some players want something else. By making it possible to change lobby slots from the lobby it makes it impossible to know what game people will actually be joining at ready up. Sometimes I'll skip ready up just because the host started the game with bots or not a full 6 person party because it's impossible to know what the game will start at. It doesn't seem fair to the other players when some players leave due to unknown/unwanted settings and it wastes a bunch of time for people who wait in lobbies only to leave after finding out the settings weren't what they expected.
Suggested by @jolly terrace (User ID: 978792097194840135)
I suggest a few changes to the game lobby. The first one being that instead of kicking everyone when the game host leaves, make the second player to join the game the host. The second suggestion could be to allow the host to change the settings while in the lobby instead of having to leave, kicking everyone else, to change the settings and to prevent abusing this give players a 5-10 second notice after the settings have been changed. Both of these changes might be better to incorporate into play with friends as they may be abused in global domination.
Suggested by @warm dock (User ID: 399789015659970561)
So with all this talk about the ranking system and ways to fix it and what is viable or not. Instead of making a drastic cha he to start off I have an idea that can help make these exploits of reaching the top of the leaderboard nearly impossible. Which this can also help somewhat with collaboration In a way. Take away the option when creating a game to select what rank opponents can join the game. With the skill level being close between the ranks below and above you being so close this in itself is the reason the rank system has exploits. Make it to where when someone creates a lobby the only players who can see said lobby is 1 rank above and below the player. When it become grandmasters, the only players who can see grandmaster lobbies are grandmasters themselves. Example. I’m an Expert. When I create my lobby the only players who should see my lobby are Intermediates all the way to Masters only. This keeps the grandmasters who only care about how high they can rank up while only beating beginners from doing so.
Suggested by @proper crystal (User ID: 756876394134372473)
add manual and semi-auto placement for 70% Domination! I don’t understand why it’s restricted for 70%, as well as 5 round rumble/speed blitz, but it would be a very welcome addition for tournaments, and as someone who likes alternate/unusual settings. At least to me this seems like a small change that has lots of pros with no cons.
Suggested by @turbid crane (User ID: 317725446181748736)
Botting out with automated bot behaviour should reward you even more than it already does right now. I think if you alt +f4 instead of pressing the white flag you should get first by default. Or we downvote this and finally set placement to when a player does not play anymore. The majority of bot outs in my games do not happen because of connection issues.
Suggested by @ebon slate (User ID: 694653852569305179)
When automated bot behavior is used then not readying up should be rewarded with an instant win and a 10,000 rank point bonus. I will not rest until the leader boards are all dominated by Risk accounts that have never played a single minute of Risk. Or we could down vote this and stop rewarding bot outs. Your move SMG.
Suggested by @mystic coyote (User ID: 1022051913321164821)
In the board game, there is a mode where you receive a mission and you win by completion. I personally believe it would be a great addition as a game mode in the online version. More info can be found here: https://risk.fandom.com/wiki/Risk_Board_Game#Secret_Mission.
Suggested by @torpid pulsar (User ID: 367747285842657290)
Limit any two people from playing a game together more than once a week. I think this will end a lot of collusion before it can start.
Suggested by @opal lava (User ID: 478292490852761611)
Next to the "blitz win chance percentage" screen also add a screen for "average troops left". Currently in order to know that you're forced to go to an external calculator, and it's only limited to true random odds. I think adding this screen would also reduce the amount of complaints about unfair dice.
Suggested by @cinder hollow (User ID: 435809618619269121)
More colours options. Whether thats something that premuim players have access to, or something that can be purchased in the shop.
Suggested by @north basin (User ID: 194307366404096002)
You should include and online 2v2v2 mode. This way they are preset alliances as a duos mode. You should be able to queue with your friends online. Instead of forcing people to play private matches with friends and penalizing them for collaboration online even though alliances are enabled. Confusing contradiction there. Just allow friends from friends list to play online together. Duos mode if needed. Also this mode would be excellent for ranked modes and would definitley boost Risks playerbase because many other games can play online multiplayer WITH friends :)
Suggested by @cloud brook (User ID: 669323252228685854)
Entrenchment Modifier
This would be a game modifier for all game modes. Either you turn Entrenchment On or Off. If turned on, troops that do not move and stay in the same territory for 5+ turns will receive an extra defending die. This extra die will stay with the troops until that stack moves to a different territory. Once the troops move it goes back to normal dice.
I can see this modifier as a way to encourage players to hit other players' stacks and overall needing to have a new strategy to play this.
Suggested by @patent inlet (User ID: 1006712785268392067)
Regarding Skill points and Rank Resetting at the end of a season - resetting ranks to baseline for the class might not be as good as resetting ranks 50% of the way to Baseline of the rank - IE if a Grandmaster is at 41K Skill Points it doesn't drop all the way to 21K (current baseline for the rank), but instead drops 50% of the way and they start at 31K skill points for the next season - that way the leaderboard stays intact in sequence since all drop simultaneously and those who have earned their positions and ranks keep them but the leaderboard doesn't stagnate... As example - say #1 on the leaderboard is at ~55K (and Wow! to @thick girder) - they would drop to ~38K to start the next season (so unless they play and play well, they will be overtaken, but would retain the lead going into the next season)
Suggested by @torpid pulsar (User ID: 367747285842657290)
Have an increment option when creating a game. Increment adds 1 to 5 seconds to the turn timer after each attack (depending on what it's set to). This will take away the advantage of being able to click faster, allowing tablet players to better compete. Increment will also make shorter turns possible, preventing stalling. A turn could be set to 10 seconds with a 2 second increment, for example.
Suggested by @sullen gull (User ID: 1049011404331552828)
Separate rank for different game modes. Currently there is FFA and 1v1 rank, this is a good start but FFA is a very broad and nondescriptive category. FFA should be split into Fixed, Progressive, Fixed_capital, Progressive_capital. These game modes are fundamentally different, so they should have their own rank category / leaderboards.
Suggested by @opal lava (User ID: 478292490852761611)
How to improve the ranking system:
Vote for
if you believe that making people play only with similar ranked players would be the best solution.
Vote for
if you want to have 3 different FFA leaderboards: "Fixed World Domination", "Progressive World Domination" and the 3rd FFA leaderboard for everything else aka in the community so called "gimmick" settings.
Vote for
if you want to keep things the same.
Suggested by @leaden heart (User ID: 886995906946293843)
an option to block players. These players would not be able to join any lobby that you create. (I dont even know how I feel about this one, but I want to gauge interest/hear feedback).
Suggested by @ebon slate (User ID: 694653852569305179)
Add a player name label list feature in game, by either adjusting the friends list feature or making a similar “player I don’t care to play again” list. This feature would just be visible to you.
What I suggest is when you see player names in a ranked lobby they would be labeled with:
No label: you haven’t played them before or didn’t label them
Small ✅: you liked their play previously (equivalent to the current “friend” list request)
Big Dark ✅ : you really liked their play (equivalent to they are on your “friends” list)
Small ❌ : you either suspect cheating or simply don’t care to play them again
Big Dark ❌ : you never want to play them again and they are blocked from your lobbies (they would only be visible in the players I’ve labeled list)
This would cut down on cheating reports because often we have a vague suspicion of cheating, but what we really want is to avoid that player. No need for SMG to get involved if you could just avoid players more easily. And no need to ban or investigate, if enough players suspected cheating the player would receive a sort of soft ban of finding many less lobbies, and if more obvious cheating was witnessed then obviously that would be reported via the normal in game means.
Suggested by @harsh temple (User ID: 448774951265239041)
Daily Gems tweak to time
Issue:
Battle Points currently resets at 0000UTC, Gems reset at a rather unusual time in comparison (not sure if this is for all players too?)
Solution:
Gems can be shifted to 0000UTC alongside BattlePoints so they are in sync.
Additionally:
This also means that if push notifications can be opted in for Gems/Battle Points resetting, that they can be posted together instead of separately.
Example notification (with Battle Points icon added):
Your daily :Gems: Gems & Battle Points are ready!
Suggested by @oak wigeon (User ID: 627537891471654925)
Remove dice roll stats from profile page.
The software doesn’t simulate dice rolls when blitzing. Thus, showing some, rather useless, statistics as if it does is just misleading. Especially since the stats are probably only there to show the fairness of the “dice rolls”. (Write some proper documentation if you want to build trust.)
Suggested by @fiery beacon (User ID: 938567696147152966)
Fix Neutral Inactivity Behaviour?
Currently, if a player fails to ready for a game, that player is replaced by a bot. These bots behave like the bots that replace players that go inactive. For the Neutral option, for inactivity behaviours, that means they are passive even though they have started the game as bots (even having that little robot symbol over the player frame). However, AI bots introduced to the game from the lobby have automated behaviour.
I don’t know if this was intended or if this is a bug.
I suggest that any AI that is a bot from beginning of a game have automated behavior. It should only be the AI that takes over for inactive players that should go passive.
Suggested by @vital sun (User ID: 595415525060902912)
Remove or Change the Color White Issue: The color White is very similar to the color of blizzards, and difficult to tell them apart. Solution: Remove or change the color to something more suitable.
Suggested by @desert finch (User ID: 401524229058854912)
*** Add in profile info last 5 or 10 matches with W/L*** Issue: After few hours of playing i would like to check my win streak, so i dont have to remember did i win or lose last 5 gamesSolution: Just add last 5 matches with Win or Loss and duration or maybe even game type. For example : W 1h15m WorldDomination
Suggested by @light locust (User ID: 470768632025317377)
When I face a big stack I like to weak it but not spend my whole stack in a blitz, attacking once at a time spend to much time, but the blitz option that send fewer troops has an issue, if I send 10 troops against a big stack it will eventually still attacking 2 vs 2 and even 1 vs 2, and I don't want to. Solution: Add a "3 attackers minimum" checkbox.
Suggested by @dusty veldt (User ID: 299566213275713536)
It's probably maybe possibly time to start to think about considering implementing some kind of collab prevention in game.
Suggested by @icy trellis (User ID: 242681507653615617)
Please fix your Unstable Servers ASAP!
To Follow up on what else to Fix from Pete's idea...
Basically, Lots of Players (Including me and JJ as known Victims) were either kicked out of the game or crashed for no apparent reason, while having Connected Internet and couldn't come back in the game, resulting in Rank Points Losses.
In my case I crashed for no reason, while my Internet was fine (this happened a while back before New Years). I couldn't come back to the game and lost Ranking Points, which was completely out of my Control and made me give up from grinding indefinitely.
In JJ's case he got kicked out in the middle of the game, while also having a stable Internet Connection.
So to be more clear about this, SMG has started having some really **SERIOUS ** Server Problems, forcing more Players to get bugs/issues like this, yet it's not their fault and totally out of their control. I've never had issues like this before the New Ranking System and compared to other Games I played, I had no Crashes whatsoever.
I know this is already being planned in Late 2023 Roadmap as a Fix, but honestly, A Lot Players will lose their mind over this and give up playing Ranked (which is already apparent just by seeing more and more Players complain about it in this Discord Server or somewhere else), if this doesn't get fixed sooner than that!
Suggested by @twilit stag (User ID: 392376813206110219)
Allow running the game in a window on Windows so we can have Discord open for chatting while waiting in game lobbies.
Suggested by @opal lava (User ID: 478292490852761611)
If the main reason for the developers to not make people play with only similar ranked players because there would be a struggle for higher ranked players to get lobbies, then how about if we start small, if we make just two different player groups for ranked games: novice-intermediate and expert-grandmaster. Or even novice-beginner, intermediate-grandmaster.
For low rank players it's frustrating and unmotivating to get constantly beaten by high ranked players, and for high ranked players to constantly beat low ranked players is just really boring, not challenging.
Suggested by @glossy inlet (User ID: 972607715937517628)
This years FFA Tournament is the biggest one in RISK history. As I am writing this we already have 840 signups. Currently it is very possible we'll reach over 1000 signups before closing.
The current rules state that only the top 96 out of 840 will advance to round 3. This rule comes from a time way back when the RISK FFA Tournament had much fewer players than it has now. I believe that in light of this record breaking tournament, the rules have to be changed, to allow more people to advance to round 3.
Current Rules:
Round 1: Everyone
Round 2: Everyone who participated in round 1
Round 3: Top 96
Round 4: Top 48
Round 5: Top 24
Round 6: Top 12
Round 7: Finals
My proposition:
Round 1: Everyone
Round 2: Everyone who participated in round 1
Round 3: Top 396
Round 4: Top 198
Round 5: Top 78
Round 6: Top 36
Round 7: Top 12
Round 8: Finals
Suggested by @cloud brook (User ID: 669323252228685854)
Currently, every time I open the app it shows me my 1v1 rank points(which I have only played 1v1 a couple of times this season awhile bac). Instead it should show whichever game mode you have the highest rank points for. So for me it should show FFA when I open the game not 1v1. Hopefully this makes sense 😅
Suggested by @cloud brook (User ID: 669323252228685854)
Rework the battle point system.
Instead of having these huge odd numbers replace them with smaller and cleaner looking numbers. For example, level 1 could be 100 points and 100 more for each level. There are other ways to do this but I think you get the general gist.
So with this change you would of course have to change how battle points are awarded. So you may get 50 each game with requirements meet. Other ways to also do this but again you get the gist.
To me it just feels sloppy and unpleasant to look at.
Suggested by @ebon slate (User ID: 694653852569305179)
When the Season ends and Rank resets to class base level. What will happen to those who rank points fall between 21000-26000?
Not correct by established definition to call them GMs, not fair for them to be reset all the way down to base of master rank at 16000 after they have been grandfathered into this nether region but the month+ long ongoing 21000GM bug.
I propose the solution of adding a new rank class in the range from 21000-26000. Call it what you will: “not-so-grand Master”, “Junior Grand Master”, “high master”, “budget GM”… I’m sure SMG can come up with something.
Suggested by @dire silo (User ID: 106661514831790080)
Instead of adding a new rank like in a previous suggestion, only reset players between 21k and 26k to 21k and inform players with a popup or in news, that they will need to reach 26k if they want to keep grandmaster rank in the next season. This could be a fair compromise between not making permanent changes and not spoiling things for players that thought they are save.
Suggested by @boreal raft (User ID: 129698954639179777)
Risk makes a world game, that you can play 1-1000 players in one game. one big game
Suggested by @ebon slate (User ID: 694653852569305179)
(As an alternative to my half-assed master suggestion above)
In future seasons: make 21000-26000 the rank range for Master
Create new class: “Advanced Intermediate” 11,000-16000
Novice - 0
Beginner - 1,000
Intermediate - 6,000
Advanced Intermediate - 11,000
Expert - 16,000
Master - 21,000
Grandmaster - 26,000
Suggested by @lime path (User ID: 273157148589031424)
Add a battle points reward at level 69. Let players unlock the dab emote at level 69 for free. The community will love you forever SMG :P
Suggested by @cinder heron (User ID: 696734712391008306)
Make a map of the central Atlantic Ocean (from Spain to Cuba) and/or a map of the Holy Roman Empire
Suggested by @oak falcon (User ID: 288400897204289536)
Add streamer protection in some way.
For ranked: either give popular streamers the option to anonymize theirselves or come up with a different idea.
For tournaments: allow them to play with an alt account or again come up with a different idea.
Came up with this idea after watching Kylted his R1 Japan game. I’m not going to accuse anyone, but it’s best to take away the possibility of getting suicided because you’re well-known.
Suggested by @ebon slate (User ID: 694653852569305179)
In future seasons:
make 16,000-21,000 the new rank range for Expert
make 21,000-26,000 the new rank range for Master
Create new class: “Advanced Intermediate” 11,000-16,000
Create new class: “Master Plus” 26,000-31,000
make 31,000 the new threshold for Grandmaster
Subdivide the new GM range and label each level with increasing star ranks
Novice - 0
Beginner - 1,000
Intermediate - 6,000
Advanced Intermediate - 11,000
Expert - 16,000
Master - 21,000
Master Plus- 26,000
☀️Grandmaster - 31,000
☀️☀️Grandmaster - 41,000
☀️☀️☀️Grandmaster - 56,000
☀️☀️☀️☀️Grandmaster - 69,000 (to be known as “the Qlwl line” if he is first to break it)
Suggested by @opal lava (User ID: 478292490852761611)
Gem prizes for the top ranked players at the end of the season to encourage and highly boost the activity.
1st, 2nd and 3rd places - super big gem prizes.
Top 10 - very big gem prizes.
Top 50 - big gem prizes.
Top 100 - medium gem prizes.
Top 500 - small gem prizes.
Suggested by @ebon slate (User ID: 694653852569305179)
SMG please add Mystery Mode
An option in which all players play incognito.
Just like the choice we have between automated or neutral bots, fixed or progressive cards, we should also have the choice to set the game mode to “Player Name” or “Mystery Player”
“Player Name” mode would look and play out exactly as we play now.
“Mystery Players” mode would show no names and no avatars and have no identifying information about the players or their stats.
Each Player would have the color puck (current background behind the avatars) as a color marker with no border and no avatar. They would be each be assigned the name of their color. The Red player would literally be called “Red Player” in the battle log for example.
This Mode would be active from the beginning of the lobby, so no one would know who you are and you wouldn’t know who they are.
This would be a powerful solution to several current problems in the game. Not least of which is it would give all our streamers and content creators the ability to play without fear of targeting or stream sniping.
Players would be free to filter for either mode or both. And content creators and high ranked target players would be free to play all their games incognito if they wished. Because all players in the mode are incognito and you don’t see their name or stats until the game ends… this might also creat an interesting twist of mystery but as it a became common mode it would not even necessarily give away that there was a “known” player in the game.
Suggested by @fiery thicket (User ID: 585452006978879531)
Add a match timer to the battle log page, to see how long has the game been going on.
Suggested by @ebon slate (User ID: 694653852569305179)
Add a shot clock to the Risk Global Domination app. If you can’t get a shot off in 24 seconds then your opponent should get the ball.
SMG institute a rolling active turn timer. As long as a player is making actions in the game of risk their turn should not end, but if they let 24 seconds pass at the beginning of their turn or after 24 seconds if 4 seconds ever pass before starting another action then their turn mode should immediately be switched to fortify mode and they should have 4 seconds to fortify before their turn automatically ends.
Suggested by @spare gust (User ID: 225693551479095296)
What if there was an option to turn off continent bonuses? Then it's more focused on kill guarding and troop placement. There would also be a greater focus on card blocking as well.
Suggested by @warm mulch (User ID: 415848204136087563)
A game mode of "semi-fog" that is only fog after capitals have been placed
Suggested by @shrewd bloom (User ID: 604651960615960577)
Make an option when using slider in BB to use TR rolls, so it’s like slow rolling more than 3 at a time. Its purpose is to save time until you get comfortable blitzing when you originally had <50% odds of winning. Perhaps it could be a switch above the slider that switches between BB and TR rolls, which resets back to BB at the end of your turn.
Suggested by @leaden snow (User ID: 1009416529244336258)
new to forum, my first tourny too, so this may have been mentioned in the past. Could a version of assassin be applied in some way to an extra new style of tourney. Last 2 in each game progress'(winner irrelevent), taking a point for each kill and their kill/s collected points. This builds up to a final game which would only be top 6 point holders
Suggested by @topaz sonnet (User ID: 932215312642895902)
submitting the idea of having a percentage slider in fortify mode just like we have in attacking mode. It is much difficult with some mice to have the time when the stacks are excessively large in some mode to be accurate enough without running out of time.
Suggested by @proven lance (User ID: 134389842338512897)
Progressive capital gamemodes are often prone to stalemating with sets giving large amount of troops. This leads to very large stacks across the board that need to be divided. Fortifying stacks can take up the majority of your time window each turn which negatively impacts the overal gameplay. The introduction of a slider similar to the blitz slider when splitting troops and fortifying could solve this issue.
Suggested by @severe schooner (User ID: 1015363892928589865)
Concurrent troop and cap placement in fog. During fog of war semi-auto, manual, and cap caps, one starts the game by placing your troops/cap. Since no one can see what you are doing, there is no reason not to let everyone do this at the same time. This would save a few minutes at the start of the game without changing any of the gameplay.
Suggested by @patent dagger (User ID: 351915156323696643)
have a game mode with no cards. Remove all the luck of cards. Would make it more skill of play not luck if cards go your way early.
Suggested by @turbid crane (User ID: 317725446181748736)
Implement a True Balanced Blitz game setting. It is just like BB, but you can't manual roll at all. That means every single roll is always blitz. This would remove the true random element from BB.
Suggested by @inland wasp (User ID: 255074198559391744)
I don't participate in alliances in fog of war games because people just use alliances to grief other players and get around fog of war. My suggestion is that alliances not reveal fog of war. More people will accept alliances and try to communicate now.
Suggested by @harsh temple (User ID: 448774951265239041)
Battle Royale variant of RISK
Weekly Event
Outline
Players are dropped into a Fog of War map without any bonuses & must locate the exit
The exit is randomly placed as a golden territory with EXIT in territory puck
The fog covers territories entirely (you cannot see sea lanes or territory sizes at all, unless you are on or beside the territory. You are unable to see if a section ahead is blocked or not.
Joining
You queue to join a royale match, floor 1 has up to 6 players at a time, later floors have larger player counts. You have 10 turns to locate the exit, if you fail to locate it you are eliminated.
When a player is eliminated, another player queued to play is placed into the game (given 3 random territories)
Generation
To ensure a level playing field, maps are randomly generated by a selection of default territory shapes.
Progression
Completing one floor brings you to the next floor, if not enough players are available, you are queued (and can play Single Player or casual games while waiting)
Each floor has a higher player limit, larger territory count, and introduces blizzards hidden by fog of war, random portals popping up, etc. - there would be a max limit based only on how many players can reach a next level.
Rewards
At the end of the event you receive a reward based on the highest floor you've reached, this could include (with randomised results):
- Small Battle Gems box
- Small Gems box
- Unique cosmetic(s) only obtainable in Royale mode
- Title (that can replace Country displayed) for each season, based on which floor or which event (e.g Royale 2024 participant, or Floor XIV)
Suggested by @opal lava (User ID: 478292490852761611)
The option to play capital conquest games without increased defender's bonus - the capital territory works like a simple territory, so just still gives +2 troops.
Current capital conquest is unplayable at the top level plays. Fix it!
Suggested by @turbid crane (User ID: 317725446181748736)
Change how filters for lobby's work. The current system is all or nothing. It would be nice to have checkboxes. For example picking 60 + 90 sec timer to see more settings that I might enjoy. Or being able to pick several map packs to filter out classic games.
Suggested by @patent dagger (User ID: 351915156323696643)
the ability to cancel a request for allies. lots of people abues the request by holding onto them and only accepting at end of game to get vision in FOG games. there should be a way to either take back a request if not accepted or have them expire after a few turns so you cannot hold on to a request only to use it to gain vision in FOG
Suggested by @manic loom (User ID: 846976046708031489)
There should be more items for premium players to buy
Suggested by @icy trellis (User ID: 242681507653615617)
Fix the Bugged Threshold of 21k already and get everyone back to 26k with the reset - Not a Fair Playing Field!
PS: SP don't get back to normal after you already played in a Bugged Threshold, it stays there. This should be fixed ASAP, otherwise More Players are gonna whine in here and in Tickets about it and be demotivated from this Game!
So like I said, Both Leaderboards need to be reset again for everyone on the 26k threshold and not bugged anymore. This isn't a fair play field, this is like giving others starting advantage for no reason.
I'm probably not gonna play Ranked anymore if this doesn't get fixed.
Proof of SP not changing:
Suggested by @ebon slate (User ID: 694653852569305179)
Change all GM, fake master, and fake GM risk names to “Glitchy McBugface” to make the leader board make more sense.
Suggested by @stray scroll (User ID: 147417058475245568)
In future Tournaments, do not repeat Round 2 settings. It is not at all fun to watch. It's long, stalematey, and far too reliant on initial starting conditions. I'm seeing noobs with good positions crush GMs. It is not at all entertaining as a viewer, I skipped most of the Round 2 videos and will not bother watching any similar type rounds in the future. Round 1 was good. Round 3 looks good so far from the practice I'm seeing. Round 2 was garbage.
Suggested by @cloud brook (User ID: 669323252228685854)
Update/Use the News in-game differently.
Some of the posts now are important so they should be “pinned”.
One way to use it better would be to post a Monthly Recap. In this post it highlights achievements in the game and community, game announcements, answer a few questions from community, and just a recap overall.
Currently it is barely used and I know I barely check on it. Just one way to use it better.
Suggested by @opal lava (User ID: 478292490852761611)
Adjust first turn troop bonuses for the last players based on the map size. There's a huge difference between small and huge maps therefore first turn troop bonuses for the last players should be adjusted accordingly.
Suggested by @ebon slate (User ID: 694653852569305179)
If SMG is unwilling or unable to implement a lobby return system to provide a solution to unwanted bot outs at start caused when players don’t ready up, then please consider a new premium lobby system.
This would consist of granting current premium players (or perhaps players who pay an additional small charge) the ability to host a double lobby.
These premium lobbies would have up to 12 spots. The host would indicate how many players they want in their game and the lobby would be double that size. The host could still kick players, etc. as normal.
Once there are more than enough players to fill the game the host can fire and the game is filled with the host plus randomly selected players from the lobby. If anyone doesn’t ready up they are automatically replaced with one of the additional players from the lobby.
Once the game successfully fires with a full set of players. The remaining lobby is reduced to regular size and a remaining player is assigned as host randomly. They may wait as normal for that lobby to fill and fire it when they please.
In this way non-premium players could get in games with premium content more often since a premium host could basically create two games at once, and premium players would no longer have to deal with bots from turn one in their games if they wanted to avoid it.
Suggested by @analog heron (User ID: 396321987217326082)
I want them to remove the troop symbol that I get on the map when i check where I get my extra 2 bonus troops are, so that only the striped territory exists. The symbol can sometimes cover a territory that’s above it making it annoying to have it on through the whole game
Suggested by @spare gust (User ID: 225693551479095296)
An Avatar of Oddjob from Goldeneye 007. Kylted needs it to represent himself properly.
Suggested by @cloud brook (User ID: 669323252228685854)
Option to create new risk accounts on PC. It's painful to have to go to mobile to create a account then go back to PC to login.
Suggested by @oak falcon (User ID: 288400897204289536)
Ranked 2.0: Automatch + Custom playlist of settings
Currently people get Grandmaster by playing the most gimmicky settings (e.g. 3 bots) and this just completely destroys the value of ranked and ranks. Apparently anyone that can find obscure settings and master them are worthy of being Grandmaster...
I suggest changing ranked to where you auto-queue for a game. You don't get to decide the settings anymore, there will be a playlist of different viable settings that will be used for said ranked matchmaking system.
This will raise the value of Grandmaster, stop the gimmicky settings and also greatly reduce the likelihood of collaboration
(I've heard this has been suggested before, but it never hurts to suggest it again)
Suggested by @severe schooner (User ID: 1015363892928589865)
"Tournament" Modifier
Suggested by @vital sun (User ID: 595415525060902912)
Blizzards look too similar to White territories. I suggest changing the color of blizzards to Grey or another neutral color. I've made a similar post in the past, but the other solution was very unpopular.
Suggested by @ripe pendant (User ID: 664589097905553439)
change defender cap dice to 2 dice with a +1 for the outcomes so they are 2-7 and defender still wins ties. This reduces variability and keeps them strong at defending.
Suggested by @topaz snow (User ID: 690629584437379116)
Currently caps are way too strong at defending leading to a lot of stalemates on most maps. My proposed way of reducing this is to allow the defending cap to only roll number from 2-6 (i.e. rerolling ones untill they are no longer ones). I wrote a script to check the odds for different scenarios and on average the following ratios hold for the number of troops lost on average:
Suggested by @harsh temple (User ID: 448774951265239041)
Introduction of Early Access for new features/game-modes
Anytime BIG changes are made it can be quite confusing, learning a brand new gamemode and needing to check FAQs rather than entirely in-game makes it difficult to engage and showcase the best it can be.
To avoid this I'd recommend introducing an Early Access feature.
Lets say we're introducing a new feature - Unstable Blizzards - and want to see how it can be improved before it goes live to everyone.
The new modifier is accessible in an "Early Access" game-mode. What this would mean:
Stats are tracked as "Early Access - FeatureName" - but do not count towards your global stats - any bugs etc. will not have any lasting negative impact.
rank is unique to these stats too.
Each Early Access event has an integrated feedback form. You can give a reaction of: I love this! | I like this. | I don't like this. (heart, thumbs up, thumbs down reactions)
Once you've added a reaction - you have the option to provide a comment on why you loved, liked or disliked it.
Games would be automatch only - this will rotate through player1's owned maps and give a random result, or can be tailored to a specific map / mode / settings
Early Access should include "X players are playing!" - est. wait time: 3m (anything over 5 minutes listed as >5m - and is checked every 2 minutes to reflect most recent wait times)
To participate in Early Access you would need to not have any active strikes against your account (you are not banned at the timme)
This could be great as a
Premium feature. as it is an additional incentive to Go Premium - while also getting to try new things and help to improve / shape how RISK is in future!
Key Benefits:
-> Large scale feedback & community input on new features before they go live. Can result in things being discontinued if they'd not provide meaningful value to RISK as a whole before further development
-> Bugs can be reviewed & fixed before it affects most players
-> Great way to see hype around new changes - can be compared to previous events
-> An "on live" area where bugs are to be expected
-> Tutorials / Tooltips for new modes can be added / tweaked based on feedback during this time
-> Can provide unique event-exclusive rewards to players that participate & provide feedback, whether it's a unique dice or badge etc.
-> Of course a great incentive to go premium 
Suggested by @tardy vigil (User ID: 720689371728314388)
**Update the fair play rules to make it so players are allowed to play with people they know in ranked 1v1. **
A ranking system is only competitive if the best players play each other, but all the best 1v1 players know each other on discord, so the "fair play rule" limits the competitive potential of the 1v1 ranking system. The rule is good for FFA to prevent collaboration, but there's no reason for the rule to apply to 1v1.
Suggested by @ebon slate (User ID: 694653852569305179)
SMG please test Tournament mode as an option in play with friends.
The first generation version could just be a new mode within play with friends. A special lobby code would allow access to a larger lobby perhaps as many as 18 players and would then randomly assign players into three simultaneous games with the same settings. After all the games were complete the same code could be used again to repeat the same game settings with different player match ups. This would allow for interesting round robin style play and act as a solid test platform to work out the kinks for future integration of tournament play support into the game app.
If combined with my previous idea for Mystery player mode, this kind of round robin play would allow for a very fair and skill evaluative game mode. You would play three games, each time against randomly assigned players from the group and you would not know which of the players in the group you were currently playing (until it is over since in Mystery Mode each player is just an anonymous color and mystery avatar)
Suggested by @severe schooner (User ID: 1015363892928589865)
Fusion Game Modes. Allow multiple game modes to be played at the same time. For example, Caps + 70% would have a player win if they capture all the capitals OR 70% of the map. This would increase variety in gamemodes and shouldn't be that hard to implement.
Suggested by @forest hollow (User ID: 302078486934454283)
I think in every gamemode if a player leaves the game, they should have a time limit before they 1, cannot join back and 2 have their position locked in place. It shouldn't be a long amount of time, something like 3 - 5 minutes. This will prevent people botting out and rejoining the game later and it will mean the remaining players don't have to worry about having to take out the bot to gain a placement.
Suggested by @severe schooner (User ID: 1015363892928589865)
You should have the option to spectate a ranked game even after you click to see your opponents' ranks.
Suggested by @manic loom (User ID: 846976046708031489)
More daily battle points for premium players
Suggested by @forest hollow (User ID: 302078486934454283)
I think it would be quite cool if there is a tab in the game that lists previous games played and how many rank points you lost / gained. This will make it so people understand what gamemodes and maps they are better at and which ones they could practice a little more.
Suggested by @sudden bramble (User ID: 969354373345992726)
Allow people to move troops across their allied territories
Suggested by @ebon slate (User ID: 694653852569305179)
SMG should test a stadium spectate mode. For the first test of concept I suggest up to 36 Risk avatars could appear on screen in a full screen pull down menu alternate view of a ongoing game.
So basically up to 6 players in game with up to 36 additional risk avatars able to emote like a raucous stadium crowd.
The spectators box (grid display of emoting avatars) could be ignored entirely by players or brought up on a second monitor or on their main screen if they can stand the clutter, but spectators could see both the game and the reactions of others watching.
This would be a relatively simple but very good testing ground for concepts that may be very popular as the games fandom continues to expand.
SMG could expand the app user base to spectators as well as players and could of course find new revenue streams that would come from spectators.
Suggested by @manic loom (User ID: 846976046708031489)
have a tab where you can see previous games where it shows if you won or lost, and shows any on going matches you left, so you can join back. (for example if your internet cuts out)
Suggested by @upbeat gale (User ID: 967475058572406804)
REDUCE PLAYING “FRIENDS” IN RANKED GAMES
While in a lobby if a player joins that a host has played more than two times flag the entry as a “possible friend”. If the host removes the player from the lobby, send the individual a message along the lines of “Sorry, it appears that we have played multiple times before.”
Suggested by @topaz snow (User ID: 690629584437379116)
The thresholds for reaching higher ranks needs to change. At the end of games I often find that the by far worst player in the game was a grandmaster. For example they suicide for no reason or play in a way such that they get card blocked 10 times in a long progressive game. There is no way they should deserve to call themselves a grandmaster.
Suggested by @sudden bramble (User ID: 969354373345992726)
Remove the cheaters and collaboration against other players, especially in ranked games.
Suggested by @lavish vine (User ID: 771119386002063381)
Add some more arctic maps, such as some of the northern islands, i have made maps that you can take as inspiration, we also need an antartica map. I mean its literally a whole other continent and it is not on any risk map.
Suggested by @forest hollow (User ID: 302078486934454283)
I think while in a game and looking at the battle log page, you should be able to click a button to remove the attacks (so ONLY the troops people are gaining at the start of their turn, are displayed - and click the button again to change the battle log to ONLY display attacks - then click it one last time to set it back to the default).
Suggested by @ebon slate (User ID: 694653852569305179)
Add Melee Mode to the game.
On certain very large maps allow play with melee mode. This would include larger lobbies (up to 12 players), multiple modes active at once (you could play capitals and 70% simultaneously, for example), secret bounties, secret missions etc.
Adding new maps with 100 plus territories and adding in game scoring based on in game mission achievements would be great game additions that would come from this mode being optimized. In Melee mode you could lose the game in a traditional risk game sense but win on points if you completed enough missions during the game.
Of course these additions to the game could be used in other ways adding to other game modes and continuing to expand and enhance the variety of game types that can be played under the risk banner.
Suggested by @forest hollow (User ID: 302078486934454283)
I think the blizzards and fog options should be further customiseable. By this I mean maybe you could choose the amount of blizzards in the game (with an upper limit to keep the game playable) and there could be a setting called "semi fog" where only certain continents contain fog. You could even go as far as giving the players placeable blizzards at the start of the game (again wig
Suggested by @cobalt ivy (User ID: 942935977075310712)
Asking players to get Ready before continue to server (before clicking go to match), if someone accepted the Ready, he can't leave the game when connecting to server and if he leaves, he lose hes rank and AI replace him.
Suggested by @sudden bramble (User ID: 969354373345992726)
users should be able to hold more than 5 cards
Suggested by @fiery beacon (User ID: 938567696147152966)
Remove Bot Takeover for Unready Players
For fixed card games, AI bot takeovers for players who fail to ready up can impede the normal flow of a game. This is especially apparent when using the neutral inactivity behaviour.
I suppose on larger maps, and with progressive cards, this may be seen as less of a problem and more of just a strategy changing element. However, do all player see it this way? If I start a game without AI bots in the lobby, I am looking to play a game without AI bots. I would like to believe that for other game hosts this may also be the case.
Solution
I suggest removing the bot takeover over for unready players. Alternatively, a game modifier option could be created for toggling the bot take over on/off. Rework the game setup code.
If any players fail to ready:
🔸 Only setup a game with those who were able to ready up.
OR
🔹 Return players back to the lobby, and maybe auto-kicking those who failed to ready up.
I believe in at least providing game options for any of the above. I feel it would give players and lobby hosts more control over their games.
Suggested by @cursive carbon (User ID: 444478738386649089)
A Fortify game mode. You have to hold a territory for five turns (for example) and it turns into a "blizzard" of your colour, giving you a point and letting you deploy the troops elsewhere. The game ends when one player has claimed enough territories for other players to tie at best. I believe that game mode would offer a nice mix of attack and defense and force a lot of activity.
Suggested by @ebon slate (User ID: 694653852569305179)
To save Zombie Apocalypse mode from failure. Changes have to be made.
Only allow players of rank intermediate and above to play against Zombies. I have noticed that the zombies seem lethargic recently and I think it is because of all the lower quality beginner and novice brains that they have been eating lately. Soon Zombies will be suiciding their troops and concentrating all their effort on Australia.
Save Zombie Apocalypse mode! We need an immediate intervention. Grandmasters who volunteer to fed the zombies a portion of their brains so the zombies don’t get too dumb may be compensated with with a fully financed home health aid for when the dementia comes.
Suggested by @ebon ledge (User ID: 236796185371869185)
Problem: Splitting your troops takes way too long to do when you're trying to split thousands at a time (a fairly common problem in progressive caps) Solution: Above the slider that allows you to choose how many troops you wish to send into a conquered territory, add a few intervals you can click on. Lets say you have 1000 troops, then above the slider, have 250, 500, and 750 be options you can click on and then continue sliding from there.
Suggested by @tulip hawk (User ID: 244855472237051905)
I play a mixture of PC/Mobile. There is a noticeable speed difference when playing on mobile which does hinder you in some game types or large maps. Just increasing the turn time to 90 or higher doesn't fix that issue as the advantage is still there for the PC user. I assume SMG would know what device a user is playing with - I'd suggest to give those on mobile devices a % increase in time e.g. in a 60s game PC users get 60s and mobile players get 72. The % in the example is 20% but this could be altered depending on feedback as to what the time disadvantage is in a PC vs Mobile environment.
Suggested by @idle comet (User ID: 574244361533915137)
Alliances are pretty useless; make it so you can't attack an alliance member unless you've broken the alliance which would then result in a truce (e.g. lasting 1 round), both parties would be notified. But then comes the questions of wanting to stay in the alliance but needing to attack your ally's provinces so perhaps some sort of gentlemen's agreement could be set in place - you can attack provinces of your ally if said ally agrees to that, because the problem is right now you can ally someone and with false trust kill them, making the whole mechanic not that useful.
Suggested by @topaz snow (User ID: 690629584437379116)
Fix ranked! Right now it's doesn't really reflect your overall skill at the game. Instead it shows how good you are at one specific settings that you play the most. My suggestion is to make it such that you choose which type of card bonus you want to play with and then get thrown into a random game on a random map with people at your approximate skill level. This should have the added benefit of finding faster games and, if implemented correctly, could even prevent cheaters from joining the same game as they would not know which game they would be joining.
Suggested by @forest hollow (User ID: 302078486934454283)
This might be overkill, but I think there could be a setting called Semi-Manual (placement). What this means is at the start of the game, half of the territories will already have a troop on them and the remaining half will be up to the players to decide. This will be a faster version of Manual placement. I've noticed in auto placement matches that one or two players will have a big group of troops while the rest of the players have troops scattered all over the map. This is lucky for those one / two players and unlucky for the rest. This mode will help prevent "luckly starts" and give the players a fair chance to pick where they start.
Suggested by @turbid crane (User ID: 317725446181748736)
Add a inspect mode into the game. It would work a little like the bonus overlay, but would turn every territory neutral (only visually of course) and if you click one you see all territories that it connects to. It could be indicated with the attack arrows. This should work on any territory on the map, including those that you already hold.
Suggested by @desert oar (User ID: 307746371967123457)
implement a heavy peanlty for people who leave in ranked or atleast early leavers. really isnt fun to already have 2 bots by the 4th round
Suggested by @solar beacon (User ID: 587392127143772161)
"Learnable AI" should definitely be introduced into the game. what bots do is predictable and it's so boring
Suggested by @peak yew (User ID: 566223393855242240)
I would really like to have a “blacklist” feature. So the system would automatically prevent unwanted players from entering my lobbies.
Suggested by @tranquil quartz (User ID: 737477588926070844)
make a way to show match history
Suggested by @lofty verge (User ID: 565618257638457394)
It would be nice to be able to search the game mode and map you want to play. Like not having to go through all the rooms and be too late to join the map I was searching for. But just get what I am looking for.
Suggested by @sharp sun (User ID: 879981051601104926)
can we get a I had to pee or a toilet emote 😆
Suggested by @brazen path (User ID: 993857552951541890)
With this post i wanne check if there is interest in a Supermax Prison Map only mini tournament. Could the players who have interest in such tournament reply with the
emoji.
Suggested by @grave finch (User ID: 359088167573520384)
kick players that fake bot when they do NOTHING for 3-5 turns in a row, draft phase without placing troops
Suggested by @spring mural (User ID: 796768778977148938)
When holding a large set of maps in the game, it is painful to scroll through the list to create a game with a specific map. You should add options for using page down/ page up, searching by name, tagging maps and filter by size or may even custom tags. (i dont have a mouse with scroll wheel, dont know if that helps speed it up)
Suggested by @opal lava (User ID: 478292490852761611)
Custom blizzards
Suggested by @ebon slate (User ID: 694653852569305179)
Add New bot options.
Some possible examples:
Unstable bots: Switch back and forth between Neutral and Active
Mama Bear: Bot adopts a player (selected by some algorithm based on position and troop count). Positions it’s self near the player and only attacks out.
Rebel bots: are created from a players own troops on a single territory similar to zombie infection and then only fight the player they have rebelled against.
Perfect endgame bots: add a certain probability (say 30% chance) that any active bot no matter what personality will switch to optimized endgame strategy if it survives into a two person end game. This would help decrease the effectiveness of botting out to get second. Players would be more apt to kill the bot sooner giving it a more appropriate low placement if they knew there was a chance that it would actually put up a fight in the end game.
Mimic bots: Bots programmed to emulate play styles of certain top players. Of course they would not be as good as the actual players with out some serious A.I. breakthrough but they could be made much better than the current non strategic bots.
And of course those better bot options that you just thought of.
Suggested by @past forum (User ID: 595625106127192065)
Dissociate clearly Battle points from ranking points. Not clear currently. Example: If I reach my daily max points, are new games ranked?
Suggested by @outer elbow (User ID: 764725265360224258)
I feel like we should add an option to spectate games that you haven’t joined by clicking a button and going to a page with games that are in process and then joining it to spectate that match.
Then, if you want to spectate a certain match between people then there can be an option to input a code to be taken to that match.
Finally, I know that sometimes someone spectates and it’s at the end of the match so if possible, it would be nice to have a rewind and fast forward option to get to the parts you wish to watch.
(Btw have a marker in the option menu to see how many people are watching you play.)
Suggested by @unborn cosmos (User ID: 215447654493192202)
Add hotkeys for checking cards, pulling up in-game chat, etc. much like the hotkeys for toggling territories (t) overlay, continent (c) overlay, stats (s) overlay. Addtionally, add ability to assign hotkeys to specific global emotes and/or global messages.
Suggested by @ebon ledge (User ID: 236796185371869185)
Players that do not ready up in a game with neutral inactivity players should not be getting troops on their territories. Unlike players that disconnect during the game, there is no way for those players to come back, and so the troops they receive are pointless and only serve to clutter up the board and cause complications for the remaining players
Suggested by @pseudo cape (User ID: 621234251215405066)
When in the deploy phase, you shoulld be able to remove deployed troops if you accidentally deployed it wrong
Suggested by @ebon slate (User ID: 694653852569305179)
Where are my lucky dice?
Suggest >> New dice: green on green with all the pips being four leaf clovers.
Hurry up SMG. Have them out for St Patty’s day 2023 🍀
or 2024 🐌
Suggested by @untold crag (User ID: 814906380237930496)
add an blacklist option for players who dont want certain people joining their game
Suggested by @grave finch (User ID: 359088167573520384)
add a hello emote/message in game lobby
Suggested by @topaz snow (User ID: 690629584437379116)
Fix balanced blitz when attacking with large stacks in caps. I recently had the following three examples happen in battles (and many more). Ex 1: 1772 troops attack my 673 troops on a cap, they only lost 575 troops. The probability of this, or something more extreme, happening in true random is approximately 1.05 * 10^-21 according to a brute force script I wrote to calculate the odds. Ex 2: 3029 troops attack my 1373 troops on a cap and attackers only lose 1370 troops. Probability of this or something more extreme happening: 4.62 * 10^-28. Ex 3: 880 troops attack my 373 troops on a cap and attackers only lose 334. Probability of this or something more extreme happening: 1.62 *10^-11. Basically these outcomes should nearly never happen. Balanced blitz especially shouldn’t make this more likely since then it’s doing the opposite of what the name suggests. This needs fixing!
Suggested by @fallen idol (User ID: 371131942084804608)
The capitals problem seems wider spread. I also tested it on true random. Manual dice work, but automated true random has the same problem.
There is also an issue with smaller cap rolls. Even attacking a 10 or 20 often results in the same amount or even less troops lost for the attacker.
It seems like the extra dice is there sometimes but totally gone other times.
Suggested by @tiny loom (User ID: 328315256113987584)
A little Quality of Life update: Search bar for map when creating a new game
When we have only the basic map or basic+premium, it's not that bad. But when we have like 50 maps, if we want to play different map, we need to scroll a lot looking for the one we look for.
A search bar would feel better: Just start writting the name of the map you want and it appears (like if you write: Eur, all maps starting with Eur would appear). And there could be a way to search for map packs too. There are 19 map pack, including premium, so we could search for them with numbers. Like 1 = premium, 2 = second map pack that was available, etc.
And maybe an other way to show the 2 weekly maps. Like number 0 = show the 2 weekly maps
It would be super fast: just tap a few letter to get your map, or a number to see the maps from a specific map pack or scroll down/up if your map is close from where you are.
Without changing the gameplay, it's a little welcome add to any menu/ storage with lot of stuff.
Suggested by @normal charm (User ID: 770178542591541269)
My vision for Ranking: 6 ladders • 1v1 • Zombies • Capitals • Fixed • Progressive If there are only two players then the game would be considered a 1v1. If there are more than two players and Capitals or Zombies, then the game counts as Capitals or Zombies. If there are more than two opponents and no Capitals or Zombies, then the game counts based on the card bonuses, either fixed or progressive. The sixth ladder using an average SP. This not only makes it so people cannot be ranked #1 playing only one game mode but incentivizes people to play more, by causing multiple incentive structures. It also shows specifically what each person is a Grandmaster in, which allows transparency on the leaderboard. Newer players who play one mode would be able to say I am the ___th ranked prog or fixed player. And not have to compare themselves to caps players. Not being suggested at this time but I think is important for this idea is much longer seasons (12 month or more) and a complete rank reset of all ladders, once.
Suggested by @earnest frost (User ID: 699032006188597358)
I have an idea for what I feel could make a fun and strategic gamemode. Understanding this would first require a team battle system developed first. I call it Gaurdian where 2-4 teams are assigned where 1 player on each team only has 1 troop and cannot obtain any troop counts higher than 1 on any territory. This player is known as the ruler. but the ruler can move through any stack less than or equal to the lowest stack of his teammate(s). The object of the game is to be the team with the last ruler. Maybe make a hard lock that dosent allow teammates to take over another teammates last territory or maybe just their rulers last territory. This is alot and even if concidered probably years out but I hope people find the idea interesting at the least 
Suggested by @fallen idol (User ID: 371131942084804608)
I like Risky Fil's suggestion, but if we are going to have 6, why not 7 or 8?
I'd really like to see a split between fixed caps and prog caps since they are really different games.
Also we could do a 5RR and 70% leaderboard too
A year might be a little long but the longer the season the more the best players would be rewarded and it wouldn't be as much about how much free time you have
Suggested by @fiery beacon (User ID: 938567696147152966)
Leaderboard Rework Wanted?
I see suggestions for additional leaderboards. These would split up 1v1 and FFA into the different game modes. I must say I humbly disagree with this idea. How many leaderboards do we need?
I certainly agree with splitting up skill points, when it comes to 1v1 vs FFA. However, I rather would like to see a single overall leaderboard put back into the game. This wouldn’t be the same as the old one. Players would still need skill points in both 1v1 and FFA. The Overall leaderboard would calculate a player’s skill points together somehow to get a single RISK score, probably with some weight toward FFA.
I do want to see that players are able to pick which leaderboard rank is highlighted on their profile.
With an idea floating around that would force players into playing automatch games for rank points, I don’t see why we need more leaderboards. If the automatch system was also modified to include more maps and different modes, the game would change. Players wouldn’t just be able to play that one map and setting to get success. Risk would become a game of who is the better overall player, of everyone who plays all those maps and modes in the automatch rotation.
The maps and modes in the rotation could be voted on in the Risk discord server.
We wouldn’t need any more leaderboards.
Yet, I do believe the community should be able have access to more player statistics. This information regarding favorite maps, game modes, card and dice types can be used by others to create their own third-party leaderboards if they so wish. These stats could be added to the in game profile somehow or just to the leaderboard webpage profile.
Summary
Return a single overall leaderboard back in.
Maintain FFA and 1v1 leaderboards.
Expand automatch to include more maps and modes.
Force automatch for ranked play.
Add more stats to profiles, about player favorites for the community to utilize.
Suggested by @tiny loom (User ID: 328315256113987584)
An other suggestion about leaderboards
So I saw many suggestion about leaderboard recently. I mostly agree with @normal charm 's suggestion, except on one point. The suggestion about splitting on the modes seem logical. But like @fallen idol 's suggestion, I think it's important to keep splitting leaderboard between prog and fixed:
-
1V1
-
Prog World Domination
-
Fixed World Domination
-
Prog Caps
-
Fixed Caps
-
Prog Zombie
-
Fixed Zombie
-
Prog 70%
-
Fixed 70%
-
Prog 5-turns
-
Fixed 5 turns
Reason 1: Progressive and fixed are 2 very very different way to play the game and very different strategy. So it's something big enough to consider in a leaderboard. Being top 10 in progressive doesn't mean you'll be top 10 in fixed too, same for the opposite.
Reason 2: Prog and fixed doesn't have the same consistency in skill points, like @thick girder explained me. I was asking how he did to have so much skill points, and we had a discussion where he explained me that I sure couldn't get that much if I only play fixed, because prog has more consistency, where fixed, you can't control everything. It depends on the position, what others do, if anyone suicide on you or give the game to an other, etc.
Reason 3: The second biggest difference in the gameplay is the mode. It's less big then prof/fixed, but still very important, where you have an important variation that change your strategy.
Exemple 1: For exemple, one of the major game in the Esport, StarCraft II, split his leaderboard: 1v1, 2v2, 3v3, 4v4, Archons . Coop mode is separated from that. Same with arcade modes official leaderboard, all split (different games in this mode).
AND since the race change the gameplay A LOT, they even split the leaderboard for the 3 races for each mode.
Exemple 2: Even Chess.com split leaderboard for Blitz, Bullet, Rapid, Daily (same game but different timer), and the other mode (variations of chess/ the goal).
Suggested by @bold saddle (User ID: 485862235101462532)
I think it should be clearer whether you are allowed to play public casual games with friends or not. They should just say "no friends in public matches" (in case it's prohibited, I'm still not sure to this day) as they do it with ranked matches since the line "play public games with strangers or private games with friends" doesnt exclude playing public with friends, it just states that public games can be joined by anyone and private games only by people who got access to it. That might prevent some discussions as to whether this counts as teaming.
Suggested by @past forum (User ID: 595625106127192065)
At the end of each game, instead of showing the current rank (great master etc.), show also the ranking position of each player, or at least for top 1000 players
Suggested by @topaz snow (User ID: 690629584437379116)
Introduce some non-static maps. For example maps where you have changing tides. Occasionally some territories would be connected and occasionally there would be water between them. With this in mind you can even design some maps such that it is impossible to reach one place from another making you need to wait for the tides to change. This might make the dynamics of the game more interesting as guarding bonuses would become a bit trickier. Same thing goes for things like card blocking, kill guarding etc.
Suggested by @ebon slate (User ID: 694653852569305179)
Please consider adding “❔ “ along with the thumbs up and down in communication options with allies in game. It would be useful in at least two ways:
1: If you miss a communication as often happens you could just hit the question to prompt your ally to repeat their request. (Of course a chat log would be even better).
2: you could hit the question mark after “attack red” for example to make it clear that you are asking your ally and trying to agree on a plan rather than dictating an action which seems to be what is usually assumed with the current set up. You could more effectively communicate two options for cooperation and find which plan they agree to with the help of this one symbol.
Of course the “ 👍 👎 👍 👎 “ combo that is sometimes used after an attack request can effectively communicate if your ally agrees to do a thing, but they may be agreeing under duress while feeling otherwise you will retaliate on them or they might think your plan is best strategically. The ❔ would allow for more nuanced communication.
( ◀️🔼🔽▶️ Directions arrows would also be a great addition to chat menu but that might make things over complicated or too cluttered.)
Suggested by @lapis remnant (User ID: 499907137967882241)
Classic Gamemode
Suggested by @tiny loom (User ID: 328315256113987584)
Remembering wich Skill Points we selected last
Right now, every time we open the game, the skill points shown are the 1v1 SP. If we want to see FFA, we need to click and then it switchs and stay there until we close the game. When we open it again, it forgot and show again 1v1.
It's cool for player who mostly play 1v1, but if we play mostly FFA (There was even a time where SMG wanted to delete 1v1 from the game, so I guess they care about us playing FFA), it start to be a little annoying to always need to switch. And if we open up the game often, we realise it even more.
So it's not the big update of the year, but an other little QOL update. Just remembering the selection of the account and then everytime we open the game, it's the last selection shown. And if we want to see again the other one, we click and it will stay there until we decide to switch it again. So 1v1 too could still have their SP right when opening the game and FFA players too.
Suggested by @brazen path (User ID: 993857552951541890)
My suggestion is:
Allow Grandmasters and masters that know each other or can have external communication compete with each other ranked.
I played 47 games on the jules vernes Map i played against 1 master and 1 GM the rest was 65 % real novices and beginners and 35% masters and GM’s on there novice smurf account.
I know there are more GM’s that are willing to compete against each other ranked, i think it would be nice if that was allowed under the knowns names.
Suggested by @grim dagger (User ID: 374325424165224458)
There's a significant problem with player bots obtaining unfair rank points in Fixed cards gameplay, as we all know. On that note, I see a few minor changes making it possible to significantly improve the fairness of gameplay and enjoyability of gameplay. Currently, almost every FFA lobby uses bot settings on Automated. Since the player base tends to set lobby bot settings as automated, it would be wonderful to have a/some mixed Automated-Neutral setting(s) to improve the fairness of gameplay for the ACTIVE participants. The settings would function as an Automated bot for 10 minutes after which the player auto-resigns if he/she doesn't return, thus sacrificing any further rank placement the automated bot may or may not obtain. There could be up to three variants of the mixed versions. The first variant would be an automated bot for the duration of the 10 minutes, after which, the player bot flags and doesn't take any additional turns (no troops being added/no turns, no rank benefit from killing it prior to an active participant). The second variant would be an automated player bot for 10 minutes, after which, the player resigns and the player bot becomes an active, non-player automated bot for the duration of its survival. This benefits everyone as non-player bots do not affect rank, contrary to player bots. The third variant involves the player bot being an automated player bot for the duration of 10 minutes, after which, the player forfeits further rank and the player bot is then converted to a Neutral behaving bot. The neutral bot would exist and take turns adding troops, but would never attack for the duration of its survival. Also, this bot would not impact rank as it's functioning as a non-player bot. These are three variants to improve quality of life, and SMG can use any number of these to integrate as they see fit/have resources to complete. The primary objective of this post is help ensure we don't unfairly reward people for going inactive beyond SMG's standard 10 minute allowance compared to those who actively participate. Active players frequently switch targets and do not waste troops on killing the player bot before killing the remaining active player making the situation unfair for those involved. The remaining player need only remain alive for 10 minutes for better placement than the player who went innactive. This time delay not only allows for the other player to return from a disconnection as per standard SMG implementation, but also helps to account for situations where a remaining active player is signficantly weaker than the player who went innactive and the other remaining active player(s). Finally, to enable active players to adjust for a player going innactive on higher time setting games where the automated bot kicks in after a period of time, the turn that the player goes innactive, the player bot should not attack (merely add troops), this small element allows for active players to scramble to keep the bot out of their territory. I believe this final element is critical for fair game play on certain bonus regions that have multiple exposed entry points (e.g. Africa, Europe). This setting is to avoid situations such as the Europe player going inactive with multiple fronts breaking the Africa player before the Africa player has had a chance to shift troops to better control the bot's behavior. Anyway, these are number of small suggestions in one place that are related and I would like to see integrated as a whole. However, if someone reading would prefer to pick one suggestion out and post that for a more targeted vote, by all means, do it.
Suggested by @opal lava (User ID: 478292490852761611)
Ready up button before starting the game
Suggested by @grim dagger (User ID: 374325424165224458)
< MY SUGGESTION > The game troop movement slider (not the blitz slider) takes forever with large troop counts. Now SMG, you've remarked in the past that the UI is very important in that you want to keep things uncluttered and simple. Well, there's a way to accomplish this and speed up the troop scrolling process. In addition to the scroll bar, include a button icon that, when selected, switches the visible slider. The alternate slider would have just a few options: e.g. min, 10%, 20%, 30%, ..., max etc. After a player slides it over the option he/she desires, they click the button again to switch back to the standard slider. The display will automatically jump to the nearest round number that matches the % value selected on the proposed slider. From there, the player may fine tune the selection with the standard slider or confirm. The checkmark would only be present on the standard slider screen to ensure that players know how many troops they are moving. This simple addition would only add a single button to the screen, remove the checkmark confirmation icon while the proposed slider is engaged, and switch the display values within the already existing UI of the troop movement slider. Very little would be required with respect to graphical UI changes, and should be straightforward to use (players will quickly figure it out from messing around with it). The best part about this suggestion is that it could be easily implemented for both mobile and desktop players without taking up as only a single extra button would ever be displayed on screen compared to what is currently done. Alright, in addition to the proposed slider, for desktop users, players might appreciate having keyboard shorcut to engage/disengage the troop number input. I realize this may be slightly more complicated, but hear me out. So, the Shift key may be the ideal key to use as the engage/disengage key to enter specific troop counts via the keyboard. The character returned from the number keys should be the same within the bounds of a language/standard entry process. Thus, as long as the player holds Shift and hits the number keys, the characters returned could be mapped to a container indicating the number associated with a specific character. Upon an invalid entry, the Checkmark icon changes to a red "X" icon for a brief moment to indicate that an invalid entry was made. If the player makes an invalid entry, no changes to the troop movement slider occur. If a valid entry is made, the troop movement slider jumps to the position displaying that number of troops. The player releasing the shift key is the event listener for the number inputs to cease and for the entry to then be evaluated. Everything else would remain the same. The shift key may also be fairly ideal due to the right shift key's close proximity to the enter key. <BREAK: Providing HOW TO ideas for SMG with respect to the ChampionEver’s above suggestion of Ready Up in the Lobby> After the host engages the play game button, the players have the standard time to select ready while in the lobby, and then all see who confirms and fails to confirm. The host then has 5 seconds to kick anyone who didn't ready up; additionally, during these five seconds, anyone who didn't ready up could ready up as they may have been slow to do so. Also, for the host only, a cancel option on screen could be hit during this "5 second" time period. After the 5 second time period, assuming the host has not hit the cancel option (i.e. the game would be confirmed from the host's standpoint), the players have another 5 seconds to determine if they're happy with the current state of the lobby and can select "unready" or do nothing. At any point in this process, the host could cancel the game from proceeding. This method would help to avoid games that are ruined by players not readying up or the host changing player count/bot count last second and immediately starting. <Vote on my suggestion only not this additional commentary.>
Suggested by @spark plaza (User ID: 662337077441986570)
I would love if there was a way to tag or label people who randomly suicide, and see that somehow in the lobby. Example: I was just in a game where I was single stacking in North America (Western United States). On turn 3, someone decides to suicide my stack, ending my game (and theirs). I was dead before my turn 4. Of course, as a GM or Master, I lose ~1000 rank points to that. I need to win multiple ranked games to make up that loss. It's demotivating.
Suggested by @opal lava (User ID: 478292490852761611)
Introduce some sort of a Creator Mode.
What I mean by that is the ability:
- to make custom games such as having multiple game modes in one game, or for example make that each player would start with 100 troops, be able to select blizzard & portal places, basically create your dream game with whichever starting position and rules you want
- create custom scenarios and have the ability to publicly share them (they could be firstly approved by the developers or have some sort of a rating system)
- and in case it wouldn't hurt business maybe even the ability to create custom maps
It takes months for us to get new risk stuff added to the game, but if we, as the community, could create the stuff for ourselves and share it, then we would be basically getting new risk updates everyday, so I think it would be the greatest risk update ever.
Suggested by @tranquil ice (User ID: 351122112628654080)
i think if it possible to add something like replays after game to see what happened in game and who win it if you dont. Will be nice to share some replays :)
Suggested by @undone ore (User ID: 277261896317403138)
IN Progressive Capitols, to avoid stalemates, once the bonuses hit tripe digits 100-200 the bonuses increase +10 per set. When the bonuses are 200-500 sets increase to +25/set, & 500+ they go to 50+/set.
Suggested by @harsh temple (User ID: 448774951265239041)
Shop Update as a v5.0
Our Customisation section was added in March 2021 v3.0
Our New Shop was added in May 2021 v3.1
There's a lot of ways these could be improved!
A few QoL updates could be things like:
Add Emotes section to Customisation
Add sub-section to Shop "View All" to take you to Customisation
Add Sort By dropdown for "Owned, Not Owned, On Sale, Cost, Rarity) - owned/not owned can be selected with Sale/Cost/Rarity
Add Premium perk "auto-collect daily gems" to Settings, this would automatically check if Daily Gems is available when you open RISK, if so, grant Gems and pop up with toast notification +2 Daily Gems automatically collected!
Add "Map Packs" section to Customisation, this would use the same view as if you hadn't purchased, and lets players view maps without having to start a game. Ideally with bonus overlay!
Notification setting added for push notification when Daily Gems are available to claim
Add tooltips/info button to items to view:
Purchase Date
Purchase Cost
Description
Event [If applicable] - e.g Amazon Prime 2022, Pete Livestream etc.Add a low resolution option for older devices "render shop items in 2D" - to improve compatibility
Event rewards/items can be viewed in customisation (but lock icon instead of price) - click tooltip to view "associated event" so players can see how it was obtained by other players
Suggested by @faint shadow (User ID: 464059120207790090)
it would be nice to have a mail option to message online/offline friends . Or maybe a chat allowing messages only for friends
Suggested by @flat harness (User ID: 470320077967720470)
Add a match history tab where you can see your recent matches and also who played and how many ranked points you lost / won. And maybe add a replay feature to rewatch recent matches so you can see where you made mistakes
Suggested by @turbid relic (User ID: 331876438187704323)
In the filters available for finding ranked games, there is a “nothing” inactivity behaviour, and an 8m turn timer.
However neither of these settings can even be hosted for ranked, so with these filters selected, you will never see games available.
Please remove filter options for settings that don’t exist.
Suggested by @fathom sky (User ID: 363187792429318149)
Add the ability to retract an alliance request1
Suggested by @fallen timber (User ID: 791526765993787413)
add a ‘United States Advanced’ map to the game
Suggested by @placid spear (User ID: 136152038290620416)
please release the newest code on github for balanced blitz dice rolls. Maybe someone can then figure out how we see multiple positive cap rolls in the same game. For example, today I saw someone lose only 1100 troops hitting a 1250 cap, then lose only 600 troops on a 700 cap roll. These rolls should be so astronomically low that we should NEVER see them ever. Ever.
Suggested by @undone crag (User ID: 307417509860999168)
More needs to be done in relation to collusion. Everyone knows this. Firstly, there should be some kind point loss reversal if lost to cheaters as almost every other competitive game has. Secondly, the punishments for cheaters are pathetic and need to be significantly increased. Occasional suspensions after dozens of infractions is ridiculous. Genuinely not even sure if accounts can get permanently banned no matter how many cheated games they complete. This problem is not that complex, all it requires is some active involvment from SMG.
Suggested by @placid spear (User ID: 136152038290620416)
Currently, once you send an invite, 2 buttons pop up. Accept or reject. If you reject, the game goes back to default state where either player can send an invite. I propose the following. Default state stays the same. Everyone has a "Request Alliance" button. Once an invite is sent, there becomes red "Reject Alliance" button for the sender, and the green button greys out and changes to say "Invite Pending". The reciever now has the same buttons as before; "Accept Alliance" or "Reject Alliance". If the receiver accepts, bot players have the same "Break alliance" button that currently exists. If the reciever rejects the invite or breaks an alliance later, the buttons for both players change to "Request alliance" and "Block Alliances." This decouples the emotes and alliance blocking and stops spamming. This solution clears up ambiguity of the current buttons (emote and alliance blocking use the same button) and puts more agency in the hands of the players. This also removes the need for a timer because the sender of the alliance can revoke it at any time.
Suggested by @desert oar (User ID: 307746371967123457)
give capitols immunity on the first round, it really isnt fair starting on your first turn without a capitol
Suggested by @floral nacelle (User ID: 874164087376986143)
Since your active Troop and Dice names & rarities are listed w their icons, on the main screen, I think your Avatar name & Rarity should be added above your Avatar, plus your Frame name & Rarity to the right, a little above your Dice.
I'll post an SS, w the areas I'm referring to, in the Risk Idea Discussion post in #1020346802236555365 .
https://discord.com/channels/465846009164070912/1060977914893574215
Suggested by @manic loom (User ID: 846976046708031489)
Make a app or tab in game that brings players into a space where they can create their own maps, and then add a tab for those maps to be posted, so that others can play it aswell.
Suggested by @fallen idol (User ID: 371131942084804608)
for neutral inactivity, decrease the timer to go MIA from 10 minutes to 3 minutes. 3 should be enough time to reconnect and will make it harder to abuse by pretending to be offline or actually quitting in hopes of getting a higher place
Suggested by @opal lava (User ID: 478292490852761611)
Expand the variety of card types available.
Currently, the game offers fixed and progressive cards, but I believe there is untapped potential for new and exciting card options.
For example, I have heard of a star system in some versions of Risk that uses a unique cash-in system. I am curious if there are other alternative card systems that have been implemented in other online or board versions of Risk, or if there are any innovative ideas that the community could suggest.
By introducing new card types, Risk could provide a more varied and engaging gameplay experience for both seasoned players and newcomers. It would add another layer of strategy to the game and keep it fresh and exciting for players of all skill levels.
Suggested by @past forum (User ID: 595625106127192065)
Prevent players reconnecting to the game lately. This changes the whole game when a player is managed by a bot, and then reconnects as a human 2 hours laters.
Suggested by @desert oar (User ID: 307746371967123457)
make bots defend their capitols in capital mode
Suggested by @split thorn (User ID: 194652098871296000)
After a certain point, progressive capitals simply becomes a game of patience rather than skill. I believe a simple limit to how many troops a capital is capable of holding (perhaps around the 500 mark?) could heavily discourage the 4 hour stalemates we sometimes see by creating a sense of urgency, and adding more strategy to the game mode for players to play around
Suggested by @graceful sedge (User ID: 238010336987447296)
add frames for ranks. I.e. grandmaster frame
Suggested by @meager vortex (User ID: 767957408613793793)
update all AI personalities such that the bot only has territory information for adjacent territories in games with fog (or clarify that bots cannot “see thru fog” as it currently appears from anecdotal evidence)
Suggested by @ornate grail (User ID: 1029430894844444672)
The idea is to have basically an addition of time every time you attack. In my opinion the point of the turn timer is so that a player just can’t sit there and not do anything for excessive periods of time. But why if we are actively attacking is there a limit of how long we can do that? If we have the troops we should be able to keep attacking.
Mobile players are extremely limited in how effective they can be because they simply can’t attack fast enough. Even when playing on PC people with faster PCs and better equipment move faster and have an advantage. This doesn’t add anything to the game. I play risk for the strategy aspect not to get beat because people have better equipment than me.
If every time you “conquered” a territory you got say 1-1.5 seconds back on the turn timer then you would be able to continuously attack until you were either done attacking or out of troops. This would take out almost all of the mechanical advantage of whatever the device you were playing on. Obviously there would be ways SMG could tweak this to make this work as best as possible. You could have it so if there are more than 30 seconds left in the turn you don’t get any time back. You could make it so if you conquer a territory it pauses the turn timer for 2s. You could have shorter turn timers available, etc.
We have also seen this be done inside the game already with having a forced trade in after you kill somebody you get extra time. So we that it would be possible to put something similar in the game.
Suggested by @tardy vigil (User ID: 720689371728314388)
Add badges/stats on player profiles that show their rank and rank points from the previous seasons (for both FFA and 1v1). This way, a player's achievements from previous seasons wouldn't be lost. This would probably cause more people to be motivated to play ranked.
Suggested by @tepid crescent (User ID: 757394630466600986)
A Lord Of The Rings map? I'm not sure how that would work because of licensing and stuff, I loved playing the boardgame version, and would love to see it on online risk!
Suggested by @fiery beacon (User ID: 938567696147152966)
Arkeanos Fool's Day
Bring back a way to collect the map Arkeanos. I propose that on the 1st of April each year, players can have a chance to play on Arkeanos. From that point on they can return to Arkeanos, whenever they wish.
But they must play it on Akreanos Fool's Day, to collect it.
I believe this would be more fair to newer players who didn't get a chance to get it back in 2021. The map would still retain some exclusivity.
Suggested by @raven hill (User ID: 755183193472368815)
CAP Modification Significantly weaker (perhaps too weak) but still simple cap rules. Caps get 2 dice but odd numbers round up to the next even number. (i.e when defending a cap, a 1 becomes a 2, 3 becomes 4 and 5 becomes 6)
After crunching the numbers it would take a ratio of 1.38 attacking stack size to take a cap on average (138 troops into a 100 cap would be a very close battle much less than the 2-2.5 ratio currently)
[for those interested rounding up to the nearest multiple of 3 (half of dice are 3s and half are 6s) leads to a ratio of 2.37 which is similar to the current ratio]
Suggested by @turbid relic (User ID: 331876438187704323)
Zero Tolerance for Hacking.
Troop hackers have been ruining Risk for their victims, and getting away with “a suspension and tips on fair play” after hacking multiple times.
This is completely unacceptable, and there’s no excuse.
If a hacker ruin’s someone else’s game even once, they deserve a permanent ban.
Suggested by @rain meteor (User ID: 997613196389142659)
an ability to create custom maps to play with your friends, or a open source version to mod the game
Suggested by @loud wraith (User ID: 960360226828189736)
I think clans or factions would have the potential to be a really cool addition to the game, there could also be a leaderboard of some sort for the groups. Would be a great way to interact with friends in game, and also a good way to make new friends. There could be events for the groups. There would be a lot that could be done with the idea! And hopefully one day we’ll see something like this In game 🙂
Suggested by @dusty veldt (User ID: 299566213275713536)
Prevent spam rejoins. I suggest that the game adds a small delay to prevent players that have been kicked from a lobby from rejoining.
Suggested by @left fossil (User ID: 387780511285772288)
It would be nice if there was a way to ask everyone if they are ready in pregame lobby. Also if it would be possible to recreate lobby if everyone does not confirm so as to try and avoid games that start with bots.
Suggested by @normal charm (User ID: 770178542591541269)
Problem: classic fixed players are the majority but they have no incentive to grind for higher spots on the leaderboard. Solution: take the current automatch and change it. 1. 60 second turns. 2. Make a ladder just for this. - in the future it would be cool to see a lobby where you hit automatch the game starts in 120 seconds and there is no ready up button. You just ready up by joining the game. You may enter a lobby that almost full. So the game starts when the 120 seconds is over or there is six players. But for now just one and two I think would drastically change the game. Also in the future consider neutral bots or expert.
Suggested by @warm compass (User ID: 180563306568876032)
Make a card setting, balanced fixed or something like that, and make it where the sets are always 6 or something. No more 4 6 8 or 10 it’s all normalized. Can keep the card types it would just be about finding any match and not matter which you get.
Suggested by @left fossil (User ID: 387780511285772288)
Is there anyway to fix the reconnect issue please! I have not once been able to reconnect to a game even though I have the option. Is it because if you are the host you can't reconnect. Please try and fix this.
Suggested by @sly cloud (User ID: 504723158272835584)
Show your hand to allies, you can show which cards you have
Suggested by @soft cloud (User ID: 358275702677569537)
get rid of the portals' hitboxes. They make territories much harder to click on, and especially with already small territories, they become almost impossible to click.
Suggested by @harsh temple (User ID: 448774951265239041)
Collab Bundles
Look into partnering with popular indie devs with well known games to cross-proomte RISK & their game(s) respectively.
This would mean having one bundle that is themed to the game, to include something like:
8 Avatars, 5 Frames, 6 Dice, 5 Maps (map pack)
Depending on how popular their game is can dictate pricing for the contnet, so it could be 2,000 Gems for a lesser known game bundle, or 5,000 for a well known game bundle. Content only available through the bundle directly (not in customisation)
This would be how it impacts RISK, however we'd also be able to look at having RISK themed items / SMG themed items in their games too. Great way to support other developers while promoting RISK in a completely different way we haven't explored yet!
A few example bundles (just from a couple of cool games)
Slime Rancher bundle:
10 avatars, 5 frames, 5 maps
5,000 Gems to purchase
Unpacking bundle:
10 avatars, 4 frames, 4 maps
4,000 Gems to purchase
Suggested by @stray scroll (User ID: 147417058475245568)
End of Game Summary -- Add Estimated SP Change
PROBLEM: When an FFA game ends, 4 of 6 players have no visibility into the expected SP change resulting from this game.
IDEA: Add "Estimated SP Change" to the game summary page, so the player can immediately get an idea of what effect will be had on their SP as a result of this game.
MORE INFO:
When the game ends, the player is presented with the end of game summary, where they can see their opponents and their ranks. Thus it seems all of the info needed to compute expected SP change is present: Current rank/sp, Other players ranks/sp, Game finish position (e.g. #3, #4, whatever).
When a player finishes 1st or 2nd, the game immediately ends, and thus the SP change is immediately available. But for the other 4 players in the game, they should be able to see their SP change immediately as well, even if it is only an estimation.
Please add estimated SP change to the game summary page.
Suggested by @graceful sedge (User ID: 238010336987447296)
add a stalemate vote. If everyone votes to end the game as a stalemate it ends in a draw. Many times these games end as a suicide attack or a player quitting. It would be nice to have as something optional.
Suggested by @sly cloud (User ID: 504723158272835584)
increased battle points on the weekly maps to encourage people to try out the weekly maps (and maybe subsequently buy them when they're not available for free again)
Suggested by @atomic burrow (User ID: 126145631193399296)
add more to the map:
Staircase of Knowledge
I think it’s a good map the only bad this about it is, the board does not fit on the screen.. needs more space to zoom out
Suggested by @graceful sedge (User ID: 238010336987447296)
add the ability to ask players to attack specific continents "blue player wants you to attack Africa" it would help make communication a bit better and more specific in certain situations
Suggested by @eternal light (User ID: 299181564049489921)
Let us filter by specific maps when trying to find a game
Suggested by @stoic sundial (User ID: 416374728601763851)
Fixed games often tend to stalemate and progressive games are often decided by turn order. So i made a concept that counters both weaknesses and adds a new dynamic to the game.
The Fixed Progressive Hybrid.
- Cards give the same bonuses as they do in fixed.
- Add +3 troops for every trade you did.
- Other's players trades do not increase your bonus.
So if you have a perfect trade you'll get 10 the first time. The next time you'll get 13 then 16 etc.
The purpose of only increasing your trades by yourself are two main reasons.
- No weird card skipping stuff going on.
- Killing players is actually valuable since you get cards and your permanent bonus will be slightly higher as the other player's bonus.
Sincerely Mr Buzz
Suggested by @turbid crane (User ID: 317725446181748736)
I would like to see 2 small and simple additions to the friendslist. 1. Add a search function 2. Add a note function. You could add some text to remind you who that friend is and why they are on your list. It could also help if your friends change name on a regular basis to still know who that is. There is not even the need for moderation on that because only the person creating the note is able to see it.
Suggested by @ebon slate (User ID: 694653852569305179)
Should we Ban all content creators from playing in ranked games?
I suggest instead a two part solution:
add camouflage mode to allow for ranked games free of stream snipe or targeting of content creators.
update the fair play rules to actually allow for ranked play by content creators.
Under current rules most ranked play by content creators is in violation due to one of two factors: there is an external means of communication or they are known by players in their games. This is an obvious flaw in the rules as RISK content is one of the primary factors drawing new players to the game. Content creators are important to our game and should be able to play under clear and easy to understand rules and not in a constant gray area.
Suggested by @ebon slate (User ID: 694653852569305179)
Show error messages for longer on screen. Perhaps until the player clicks on them.
Player didn’t ready up messages and game cancelled messages flash on and off the screen so fast no one could read them in full.
Suggested by @graceful timber (User ID: 962792924431667300)
Would love some game settings for fixed, non-random cards. All cavalry, etc. for competitive balanced play.
Suggested by @inland urchin (User ID: 256571150946009088)
just an idea for the future. have a map auto placement seed so that different groups of people can have the same start. for example, instead of a tournement giving you settings to play, they give you a seed code and all the settings are done already. players or bots can fill the slots in the seed game.
Suggested by @brisk halo (User ID: 660498860753551381)
Lets make a crowdfund to buy Risk:Global Domination and continue developing it with a closer relationship to players and fix some general problems in the game by just putting all the earnings we get out of the it either back into the developing process or into big tournaments.
Suggested by @fallen idol (User ID: 371131942084804608)
end rank reset for low ranked players as long as they are active. If an int doesn't play all season, moving them to beg is good. However there is no reason to move an active beginner's SP tp the bottom of the rank. I think this should apply at least to int. Maybe even expert+. The way I see it, rank reset is mostly for the GMs to keep the leaderboard competitve. I am concerned the reset demotivates lower ranked players without accomplishing anything
Suggested by @ebon slate (User ID: 694653852569305179)
Add an expanded and sortable in game emote menu. Players should be able to put together a palette of their favorite emotes and chat expressions chosen from a larger menu. This could be clicked very quickly in game for more effective communication.
Take the opportunity to make many of the risk community chat expressions a permanent part of a larger menu that individual players can pick from.
Go ahead SMG. Go Ham!
Suggested by @slim furnace (User ID: 1026670217591533658)
You know how when you kick a player from a lobby and they spam rejoin, you're not going to fire the game, but they stubbornly will not stop wasting everyone's time. How about we get a slight delay preventing a kicked player from rejoining that same lobby?
Suggested by @ivory crest (User ID: 127168597851242496)
Allow players to save specific filter settings into 1 or more "favorite settings" for quickly finding the types of matches they prefer. Players tend to like certain settings for Ranked vs Casual matches & by game mode which makes it annoying to have to respecify each filter setting every time you switch between game modes
Suggested by @floral nacelle (User ID: 874164087376986143)
Add a Blacklists to the game, that you can add accounts too, like the friends list.
Only difference is, you don't need their approval to put an account on your Blacklist.
Would need to either exclude Blacklists from Casual games, so you can still play friends casually, but block them from Ranked games.
Or could just make it so friends on your Blacklist can still join Casual Private games with the Game ID.
Suggested by @plucky hearth (User ID: 472685274565181442)
Ive had an idea for a human anatomy map pack. Examples being: Outer body (Left Arm, Upper/lower torso, etc.), Inner body (heart, lungs, brain) Brain (Temporal, Frontal, Occipital, Parietal, Hypothalamus), and Heart (Split into Atriums and Valves)
Suggested by @white thicket (User ID: 236154418804948993)
allow ability to spectate in all games, including fog of war games. Disable all emotes during spectate to stop any cheating.
Suggested by @harsh temple (ID: 448774951265239041)
When new map packs arrive shortly after an update it can take up to 24h for it to be visible to players, depending on when they'd last opened RISK. It would be great if when RISK is restarted for the App to request the Server for any shop content that is now available (without updating daily deals)
Suggested by @viral minnow (ID: 1050462197207289896)
add a scotland flag to risk 🏴
Suggested by @echo marsh (ID: 324376847276310539)
Further improve anonymity for ranked games. Mask the players with generic names like Player1-6 in lobby. Give a generic avatar and colour in lobby, only using the selected avatar and colour in game. This would reduce player targeting, host targeting, novice farming, GM targeting, GM avoidance, 'collusion' due to discord. The name and rank can be revealed at the end of game.
Suggested by @jolly terrace (ID: 978792097194840135)
12 person lobbies. Dumb idea but thats why.
Suggested by @ebon slate (ID: 694653852569305179)
As a quick fix: Adding additional information to the “add risk friends” screen that currently just shows cards with your opponents their in game color and current rank would be a quick short cut to getting useful information into a form that players can save and remember.
I suggest at minimum adding the finishing position for each player from the game that just ended.
This way players can at least screen shot that screen and save useful information from particularly good or particularly bad games (or all their games if they are so inclined).
Ultimately I’d like to see an in game method of collecting a list of all your previous opponents with the ability to note some facts about their game play, but maybe that’s a big ask.
Being able to collect simplified stat sheets with the look of trading cards for players whose progress you follow would also be cool.
Suggested by @tawdry oyster (ID: 547939553533755412)
I wish smg tracks territory as a fraction rather than percentage for 70% domination. That better clarifies how many are left to win and removes manual math. It is hard to figure out 70 of a map with blizzards for example because I’m not sure if they’re counted or not. @distant stratus @dusty veldt helpupvote
Suggested by @umbral galleon (ID: 185475820779732994)
=> Rethink seriously the warboats' strengths and abilities. Explanation : On the ground, battle plans require skills and great plans to win strategic battles and have a strong K/D ratio. However, on the sea, the strategy seems pretty less skilled. The one that is winning on the sea is the one that has the most "Battleship SS" boats. It is incredibly visible in the K/D ratio. On the ground, to have a great K/D ratio, as I already said, requires a lot of skills; however, on the sea, someone with a lot of ships can easily target crazy K/D without planning mind-blowing strategies. Moreover, while it sounds normal that expensive ships have a great impact on the sea, their power on the land looks disproportionate when they fight against ground units. Especially when talking about "Battleship SS" boats: they move pretty quickly, they have an amazing range, they 1shot ground figures, and this being said, I feel their impact on the ground sounds too big while, once again, requiring very low skill caps.
Suggested by @graceful sedge (ID: 238010336987447296)
make alliance requests expire after a set amount of turns. Sometimes a player will ignore the request and it will sit there all game. It'd be nice to be able to reoffer it as the dynamic of the game changes later and having it last X amount of turns will prevent it from being spammable still
Suggested by @pseudo shore (ID: 270317713489002507)
Is there a reason why emotes- which are presumably among the most impactful cosmetics in the game- are exclusively locked behind random lottery-style draws? The ability to communicate in the game is already quite limited, and emotes help to bridge those gaps in a litany of ways- not to mention it being well and good fun. Out of all of the purchasable goods in the shop- especially the questionably valuable options such as "Frame" and "Troop"- it seems rather jarring that there's no ability to buy the one type of cosmetic in the game that would actually be useful with gameplay implications. Hell- there seems to be no way to browse what emotes even exist in the game, or an ability to organize them in the order I'd like the ones I have to be in. I feel like adding an emote section to the shop would be a swell quality of life addition while also bringing in value as a revenue source. It ought not to be considered pay-to-win anyways (if that is the concern here), as the randomly rotated emotes we do currently see daily are already locked behind a paywall, anyways.
Suggested by @ivory crest (ID: 127168597851242496)
Show the postgame players' rank screen when you surrender so players who are being stalled can still see that information w/o having to wait out a griefer
Suggested by @pearl wren (ID: 862034219366613025)
do not reset people under GM when season reset occurs.. its so upsetting
Suggested by @twilit stag (ID: 392376813206110219)
Add a cooldown after adding or removing bots to a lobby to give players a chance to respond or duck out before the game is started.
Suggested by @hollow plume (ID: 660299471351185468)
WHEN YOU CLICK ON YOUR ONLINE FRIENDS IT TELLS YOU WHETHER THEY ARE CURRENTLY IN A GAME OR JUST AT THE MAIN MENU, IF YOUR ONLINE FRIENDS ARE ALREADY PLAYING A GAME THEN YOU CANT INVITE THEM TO A PRIVATE MATCH, ABILITY TO SPECTATE FRIENDS GAMES THEY ARE PLAYING
Suggested by @prisma loom (ID: 569406279949352961)
Have a viewable match history log that you can click on to view from the menu screen. It should have keep track of your last 20 matches with details such as: who you played against, your placement in the match, everyone’s ranks in the match, how long the match took, what settings were used in the match, how many rank points you gained/lost ect…
Suggested by @twilit stag (ID: 392376813206110219)
Alliances Enabled and Fog of War Enabled should be mutually exclusive.
Suggested by @wary flint (ID: 510289195944640515)
What about a map creator with ability to post custom maps in Steam workshop?
Suggested by @fallen idol (ID: 371131942084804608)
please fix balanced blitz for large numbers and caps
Suggested by @ivory crest (ID: 127168597851242496)
add whether a game has Neutral or Automated bots to the existing list of settings displayed so players know what they’re joining
Suggested by @simple topaz (ID: 705025134636826634)
Hello,
I have recently started playing this game and am totally loving it. Although I have some feedback on the game settings. (Kindly let me know if I have to post it somewhere else.)
Normally I play with 120s timer on my smartphone and in the initial stage of the game it is more than sufficient. But problem arises, when it's a large map like World 2209 AD and I'm among the last 2 survivors. Basically it's 1-1 and most of the time I can't finish my 'intended' moves properly due to shortage of time.
So I was wondering if the timer settings can be modified to as following. If the game starts with 6 players, then initially everyone will get 120s. When it becomes 5 person game, then everyone will get (120x6)/5 = 144s. When the next player is out of the game, the timer for each player becomes (120x6)/4 = 180s and so on.
From my point of view, it's reasonable to get more time when I have to deal with more number of areas in the later part of the game and I believe that my endgame will improve significantly. Also I can try taking part in 60/90s timer games.
Thanks in advance!
Suggested by @trail rover (ID: 581050260705509386)
two map ideas. 2: 2210 A.D. version of Risk, primarily because of the divergent strategies & associated map(s). 1: Galactic Civilizations version (i.e. randomly/semi-randomly generated map(s) version). Combine the two, primarily as a reference, if you like…
Suggested by @harsh temple (ID: 448774951265239041)
Animated Frame for Premium, another for Battle Points rewards at 50 level intervals, another for spending 5,000 gems total
This would mean there are very few of these, they're easily recognisable & levelling ones would be a great way to share that you've got a lot of games & experience in game.
Suggested by @floral nacelle (ID: 874164087376986143)
I'm pretty sure this has been suggested before, but can you please make it so that the Troop Slider automatically reverts back to 100% after each attack, or at least when you switch to a different stack.
I can't tell you how many times I've adjusted the slider, for attacking larger numbers of troops, but then forgot to adjust the slider back again & didn't finish a kill, because I only attacked a 2 or 3 with a fraction of my troops. 😬
Or I switched to a different stack & failed to take a territory, for the same reason.
Suggested by @hollow plume (ID: 660299471351185468)
The ability to private message anyone on your friends list as long as you’re not currently playing a game, this will help drastically when trying to get a private match going with someone that you met in the app also help expand the RISK community and meet new players / make new friends across the world!
Suggested by @ebon slate (ID: 694653852569305179)
Please consider making the fortify stage a five second mandatory move at the end of turns. Mobile players should not lose a disproportionate number of matches because of screen touch errors causing the fortify not to go through at the end of a turn.
Suggested by @turbid relic (ID: 331876438187704323)
New music! 🎵
Suggested by @prisma loom (ID: 569406279949352961)
Add an option to retract alliance requests, however, have a short cooldown on sending another one so people can’t spam them
Suggested by @ebon slate (ID: 694653852569305179)
Australia is too powerful of a bonus on the classic map. Please consider decreasing its value to one extra troop per turn.
Suggested by @hollow plume (ID: 660299471351185468)
BRING THE MAP ARKENOS BACK TO THE SHOP & AVAILABLE FOR PURCHASE!!!
Suggested by @harsh temple (ID: 448774951265239041)
Tutorials for how to use the RISK menus
Currently there are a lot of caveats that new players stumble on (difference between Filters & Game Modifiers), alongside some that even experienced players may be unfamiliar with (clicking settings in game lobby shows more settings)
This also applies to there being uncertainty on where to find resources (community or official)
A great way to address this would be to introduce free to play tutorials that grant gems or (bypassing cap) battle points for completing the first time.
This would include a walkthrough of app settings, what each thing does (like Anonymous!), what colourblind mode does etc. Playing with friends, securing your account and so on.
Although tutorials that impact all areas of the app may mean they'll be outdated more quickly, if they're only 30-60 seconds long it should be easy enough to tag what areas each tutorial takes you through so any new updates can include checks for which will be impacted & needs to be rewritten
Suggested by @prisma loom (ID: 569406279949352961)
/delete-reminder reminder_id:Add daily or weekly quests that grant small amounts of gems as awards to make it a little easier for free-to-play players to unlock cool cosmetics or important emotes that they can use in game. This could also help motivate more people to play more often!
Suggested by @gritty yarrow (ID: 138545667785097216)
Please add additional communications to allied players. Currently, Fixed games are stalemating more often, and this can be remedied with better coordination between alliances. For example, "Attack [Location]" and "Reinforce [Location]" would help coordinating moving troops and setting up cardblocking."
Suggested by @ebon slate (ID: 694653852569305179)
SMG should consider making a correction to how bot action works in relation to disconnects and no action time outs (letting your turn timer run).
If you disconnect or forget to take your turn you should be able to reconnect during any of your opponents turns but if you disconnected last turn and you have not reconnected before your turn starts then the bot should act instantly with no delay (you lose your turn), and you get another chance to join during the next turn round and so on until the timer on the bot becoming permanent runs out.
For some reason the bot waits for like a third of the turn timer before acting. That just encourages bot out and half bot timer stall strats.
Suggested by @prisma loom (ID: 569406279949352961)
Please make it so that if someone doesn't ready up at the start of the game and nuetral bots are on, the bot DOES NOT add to its territories. This basically creates psuedo blizzards and is not fun to have in your game. Instead, have the player go MIA, or at least make it a setting for this because nuetral bots at the start of a game can ruin a lot of games.
Suggested by @shrewd bloom (ID: 604651960615960577)
indicate how many troops you used to hit a territory in battle log, could be possible to show funnily bad or good rolls
Suggested by @floral nacelle (ID: 874164087376986143)
A Custom Map Pack, where you can choose 1 map from any 4 Map Packs that you don't already own.
Because, there's a bunch of packs, from which I actually only want 1 or maybe 2 maps from.
Suggested by @prisma loom (ID: 569406279949352961)
Maybe add a Viking or Knight of the Round Table themed Avatar
Suggested by @harsh temple (ID: 448774951265239041)
Battle Point collectibles rarity
At the moment there's varying rarity of items (troops, dice etc.) from Battle Points rewards - however these can be illogically placed.
Rocket ship is a rare item (fairly early on)
Pyramid is a common item (quite a bit later in levels)
Rather than having a rarity, it may be more clear to replace this with BP exclusive or BattlePoints Troop - as it is does not have any public pricing and is unobtainable outside of battle points progression.
Suggested by @loud rivet (ID: 553050257576165376)
In the lobby while players are joining, if the host makes changes to the players (kicks someone, adds bots), set a 5-10 second cooldown before they can start the game. It’s very annoying when someone spam adds 2 bots to a 4 player game and launches before you can leave. Similarly, once the lobby is full, there should be a 5-10 second cooldown before you can launch to allow people to leave if they want. In conjunction with this, then punish players for not accepting a game (lose X amount of rank points). Nothing is more annoying than trying to play a 6 person game and one or two people don’t accept. Totally different game then with bots. Punishment for not accepting would discourage this.
Suggested by @unkempt turtle (ID: 219944710423314432)
Balanced blitz has an inherent flaw where players tend to lose more troops than is realistic or would make sense and the blitz slider could be the solution. If the default for the slider is 100% to win the roll instead of 100% of stack, this simple elegant solution will improve the quality of gameplay for players. This will also likely help mitigate ongoing complaints about the fairness of the dice algorithm. My suggestion is that the slider should automatically reset to exactly 100% where possible for every roll.
Suggested by @twilit stag (ID: 392376813206110219)
Allow selecting a sequence of colors for default selection when joining a lobby where the color you initially receive is determined by the first color of the ranked list not taken. I hate getting stuck with white because it's the hardest to see the numbers.
Suggested by @turbid relic (ID: 331876438187704323)
Publish the estimation technique used for large Balanced Blitz rolls.
The Balanced Blitz code released 2 years ago, includes:
“The estimation source code is NOT provided in this repository, because ideally the brute-force method can be replaced in the future with a much quicker alternative.”
Recently there has been a surge in screenshots of large balanced blitz cap rolls, with extreme troops-left outcomes that are impossible according to the code provided.
(Even in true random, many of these outcomes have bellow 1 in a billion chance).
Rather than trying to cover up the problem, being transparent about how the game works, would be a good first step toward finding a solution.
Suggested by @limber mortar (ID: 725752274055593985)
Player notes:
We should be able to make player notes like they have in poker
These notes when applied to a player should be readable in the Risk lobby
They help you make a decision if you want to play them
Examples of notes
Leaves cap weakly defended
Possible cheater ( collab ) ( hacker ) and so on
Expands to fast
Doesn’t make good on expected deals
Likes to break bonuses
And so on
These notes are only readable to yourself
So you need to do the work of describing a player yourself
Suggested by @harsh temple (ID: 448774951265239041)
Map Prints
We've not got physical versions of maps despite there being many amazing maps.
A good route to have eco-friendly maps would be to:
- use recycled paper for the maps themselves
- laminate with recycled plastic (if that works?)
- have one fixed size for maps (so they can be put together nicely)
- maps are 'map pack grouped'
- themed dice?
Suggested by @pearl wren (ID: 862034219366613025)
fog settings: light fog of war - the version that is already in game, aka seeing every territory attached to yours, my suggestion: heavy fog of war - you see only for example 3 territories near yours (or maybe a % like 50-75% <- you see territories that have the biggest amount of troops out of available ones) you dont see blizzards/portals until your territory is next to them (priority over normal territories), if you click on a territory that is fogged near yours in heavy fog you only see % to attack (to make it not so annoying??), im not sure if anyone else would like that one, please give honest opinion on how to improve this idea etc. 
Suggested by @ebon slate (ID: 694653852569305179)
If the game is to expand with interest in serious competitive play then SMG needs to fix several small issues that are frustrating for players and embarrassing for SMG.
They include:
Territory images on cards not matching the actual territory shapes.
Blitz slider should default to minimum attacking troops for 100% successful roll.
Scroll wheel interface for selecting number of troops for splits and fortifies needs to be a near instant select a number system.
Ability to make edge of screen icons way smaller and/or ability to zoom way out on ALL maps need to be easily user controllable preferences. Currently their are maps where icons block visibility making it nearly impossible to see or play the map. There are also click box overlaps cashing zoom jumps and menus opening when players are trying to make high pressure attacks in tournament play.
If the random missing card from every deck in every game is real. That needs to be fixed as well.
Suggested by @lavish vine (ID: 771119386002063381)
If someone bots out, have it so they actually bot out and dont let them come back into the game, e.g, 3 happens, third bots out, second player suicides into me and fails, and then third player comes back and kills me? If someone bots out for more than 3 rounds then they should be done. No more risk! Sick and tired of this, how is it possible that you can bot out and go for a walk in the park and come back to see youve won for no good reason?
Suggested by @harsh temple (ID: 448774951265239041)
Ad-free & Token-free days
To promote Premium, a good way would be to have specific days each year that you can play as if you have premium - not impacting cosmetics, just temporary removal of ads & tokens (& require network connection to maintain it)
Even if this is only twice a year, it's a good way to trial premium & give a bit of insight into what it's like without ads & tokens. Maybe enough to decide the benefits outweigh the cost 🙂
Suggested by @lavish vine (ID: 771119386002063381)
For the idea i had above i realised that i was just complaining, so... here is a solution, if SMG feels tipsy about lowering the MIA timer, then why not let the people decide? You could have it as an option when making a game. Like: MIA and set it from 1 round all the way to 10 rounds. Who said more customizability could hurt?
Suggested by @ebon slate (ID: 694653852569305179)
Mobile players need slightly more time on the shortest turn timers therefore please add 9 seconds to the 60 second timer.

Suggested by @neon shale (ID: 747619719577862154)
make the risk ranking systems based only on the number of games that you win with zero penatly for loosing a game. this should help to deter game cheating ie .. if you have won 500 games your ranking would be exactly 500 even if you lost 5000 games to get to that point the current system punishes people who do not cheat and actually are skilled players and it supports and rewards the cheaters of the game.
Suggested by @oak falcon (ID: 288400897204289536)
When somone bots out in a ranked game, the player should MIA after 1/2 minutes. I don't understand why people can still use the scumbag bot-out strategy.
Suggested by @ebon slate (ID: 694653852569305179)
Consider adding toll portals as a new portal mode in future.
Portal locations would be assigned randomly (and locations could be set to stable or unstable) as now, but all portals would show red and be locked at all times unless a player payed the toll to use a portal (a troop count loss in addition to any attack being made) that payment would get successively larger with each player who used it kind of like progressive cards but a troop penalty instead of a plus.
Only the portals that the player used would be unlocked, and would remain green and usable by other players for free for 1 turn round while the other unused portals would remain red unless unlocked by another player. At the start of that players next turn the portals they unlocked would be locked again.
Suggested by @foggy juniper (ID: 89723303454834688)
First: Players who routinely quit games in ranked mode should get banned for increasing periods of time. Pretty much exactly like what happens in CS:GO. You quit one game, 30 minute ban, 2 games, 1 hour ban, all the way up to 1 month+. It's insane that there is literally no punishment for it when players can amass a huge army and just go AFK in a strategically important location. Second: Neutral bots should time-out just like missing players. After a certain amount of time they should stop spawning troops. Third: After a player has left the game, their troops should decay with each turn. The government has collapsed, supply lines broken, and the armies aren't getting fed...
Suggested by @unkempt meadow (ID: 764886969167511574)
If SMG actually catch and ban someone for cheating, they should refund the rank points to the other players in the game and send a message to the players in question about this. They do this in online chess, and it highlights to the players that the site host is aware and working on the cheating problem.
Suggested by @ebon slate (ID: 694653852569305179)
Please improve icon size and spacing on game play layout and allow all maps to have the larger zoom range of the new maps.
I’m posting a very rough screen shot / sketch of a my basic suggestion in the general chat: #risk_chat message
If someone more artistically talented ( @stray valve 😉 ) wants to make a prototype for SMG that might be more convincing.
Suggested by @oak falcon (ID: 288400897204289536)
The ability to turn off bonuses. Turning off bonuses could be interesting, especially for progressive games, to force people into spreading out stacks around the board and removing the incentive to take bonuses. This could also be part of a bigger 'sandbox' mode/update, where we get the freedom to change more game settings (location of blizzards/portals, where everyone spawns, progression/amount of troops per card, maximum troops allowed on capital or other crazy stuff like that...)
Suggested by @ebon slate (ID: 694653852569305179)
Consider adding a variation of Fog Capitals mode with the option to secretly not add some or all of your troops. This would allow for more challenging kill plays as a player down to a few or only one territory could fake the possibility that they have more territories by not placing all three troops where you can see them.
(One version would make the player discard any unplaced troops, another would allow them to hold the troops over in reserve till a later turn. The second option would make for very interesting play not just in almost dead scenarios but in others as well. You could take a trade so you it would look like you had added a bunch of troops to a hidden cap or stack, but you could actually have placed some or all of those troops in your reserve only to drop them all down on a later turn.)
Suggested by @lavish vine (ID: 771119386002063381)
What if fortifying troops took time? Let me explain: the further your troops have to fortify, the longer the fortify phase will take Meaning like on europe advanced for example, a fortify from russia to iceland would take like a hefty 15 seconds or something but fortifying to a neighbouring territory would take only a second this could bring a bit more realism as it can take a while to move so many troops and Possibly the bigger a stack is the slower it will fortify. This could be an option such as "realistic fortify" or a better name for it. If a players turn runs out before their troops can fortify to their intended location, then they will be place on the territory that the time ran out on. i will put this in risk ideas As in real war, moving more troops means more food to carry, supplies, ammo Realistic fortify can make maps feel bigger And trying to kill someone across the map more riskier and a player could intercept you as you try to make your way across a huge map
Suggested by @last sail (ID: 480805885535584256)
This will serve two functions I believe need to be changed for the flow of any risk game: add a mini log to the main screen. This could be shown on the top left. (or anywhere that is the least intrusive to the UI) this will show the most recent regular log updates. The following subjects are my personal input on what should be included in the regular log: I suggest adding public emotes and communications to the log. That way an unattentive eye won't miss important messages from allies or others. I also suggest that the main large screen announcing players troop additions at the beginning of the turn be limited to the log/mini log with maybe a much smaller notification. My main problem with the loud "player X starts with Y troops" is that it actually cuts any communication any other player might be trying to convey at the time of the announcement.
Suggested by @gloomy sage (ID: 372897765866471424)
A button to add 30 seconds to your turn timer, usable only 3 times in a game and only once in a single turn(no stacking).
This would allow for tactical use of extra time on critical turns to make sure players can do all attacks and fortification needed, especially for larger maps.
Suggested by @eternal light (ID: 299181564049489921)
Being able to see your own stats in a ranked game.
Suggested by @worthy helm (ID: 842535842689581076)
when in the lobby add chat option for add player
Suggested by @white thicket (ID: 236154418804948993)
remove the ability to switch to manual rolls in Balanced Blitz games.
Suggested by @distant stratus (ID: 719350341161975809)
We desperately need a SPECTATOR LOBBY CODE for Risk games so we can broadcast them without giving away a player's cards. This would be giant for exposure by allowing creators to broadcast player's games without giving away their cards. The method would be a second code that would be entered to join a lobby as a spectator instead of a player. You would be able to see everything except private player info like their cards. It wouldn't be enabled on fog or ranked games. I am happy to help with further logistics questions, but it could really increase the broadcastability of Risk tournaments.
Suggested by @prisma loom (ID: 569406279949352961)
Menu in the shop that allows players to any and all available emotes in the game
Suggested by @light belfry (ID: 1004362148195074099)
have an option in the game to lower resource useage. Somehow something changed e.g. recording a twitch video with the twitch video tool used to work . Now it is impossible since as soon as the game starts more or less everything freezes or goes in a sort of slow motion video with static views. E.g. lower GPU or something. It is also noticeable when e.g. playing a Netflix/Disney+/Prime/Etc movie in a browser e.g. firefox or edge. As soon as the game starts everything goes in slow motion and freezes and gameplay becomes impossible.
Suggested by @versed tide (ID: 452645399031971841)
Create a more detail win/loss bar that can show how frequently you get each place. Different colors for different placements. I.e. something like 1st still gold, 2nd silver, 3rd bronze, 4th - 6th the current clear lost color.
Suggested by @vague meadow (ID: 357979795340001290)
Implement a feature that allows you to scroll half way through your troops to either place or fortify. It would make an end game caps game much faster and easier while still keeping the same skill levels. This feature is unlikely to do much most of the time, but when placing 800 troops from a late game progressive set - or moving 4000 units between capitals - not only is splitting off large numbers of troops difficult, sometimes it is actually impossible to get anywhere near the halfway point. This results in players in the late game taking 45 seconds of their turns to not even do what the wanted to do. The current system of scrolling for your whole turn makes it so that only PC players with a specific mouse feature (certain scroll wheels) can accurately and quickly move the number of troops that they want to move. This idea might not remove that advantage, but it would at least help those of us who don't have specific mice or play on mobile to at least move a wider variety of troops counts in a turn - instead of a couple of hundred either side of the minimum or maximum.
Suggested by @haughty harness (ID: 918835859090993172)
I suggest a new dice roll mode: Controlled Scale.
In Controlled Scale, every attack will work off of a scale centered on the defending territory's troop count. Since this is hard to explain but easy to see, here's an example:
20 troops attack 10 troops. In this case scenario, the attacking troops have a 100% chance of victory and will lose at most 14 troops, while losing at minimum 6 troops. This is because of the scale. Troop loses operate entirely on a 9 possibility scale:
-4 -3 -2 -1 0 +1 +2 +3 +4
With x being the defending troop count, when attacking a territory you can lose at most x + 4, and will lose at least x - 4, with the battle able to have any troop loss result in between.
In Capital mode, capitals would retain their advantage by having a scale from x -4 to x +8, therefore having a higher chance for capitals to kill attacking troops.
In summary: Controlled Scale would contain some of the random factor from True Random, while being more strategic and less luck dependent. The troop losses would also be more predictable, and easier to strategize around.
I hope I was able to explain my idea well. 
Suggested by @cerulean barn (ID: 301527254574301184)
New Emote Theme: A game of risk comes hand in hand with a lobby waiting for players to join. Emotes themed to communicate to each other while waiting in the lobby might help make the wait more fun! Some emotes of an avatar playing chess. A crickets themed emote to be used by impatient players while waiting for others to join. If only sound emotes were a thing then the classic jeopardy tune ringing through peoples ears while the lobby just sits and waits. Okay maybe thats not such a good idea, but am emote pack that keeps in mind a big aspect of the game. Which requires a lot of patience sometimes. Maybe some emotes with the lobby wait kept in mind, might make the time go by! Resulting in more friendships made and games played. Sounds great right? Maybe not great but there is something here to work take away from.
Suggested by @eternal light (ID: 299181564049489921)
Why does bots use extra time to think while it is their turn? This just wastes everybodies time, so I suggest that bots do not take time thinking at the start of their turn and just innediately starts attacking. Or at thr very least, has a shorter thinking time
Suggested by @tiny loom (ID: 328315256113987584)
Reporting- no shortcut
Keyboard shortcut on steam are really useful for pc players. But when we want to report a player, for stalling, cheating, etc., those shortcuts become a pain: While we write why we report the player, it constantly switch between on/off for every letter that is also a keyboard shortcute. It's annoying and at the end, we need to put back everything as it was before the report.
It would be nice if, when reporting, there would be no more shortcut. So as long as we are in the report section, s,c,t, etc. would do nothing else then type the letter. And once the report is sent, the shortcut could be activated again.
Suggested by @rotund pecan (ID: 573249358166884362)
when attacking, let me press and hold a number key while clicking the attack button. This will then automatically let you attack with as many troops as the number key pressed.
Suggested by @turbid crane (ID: 317725446181748736)
Add more ways to adjust the UI ingame. For example add a way to highlight capitals more, rescale/relocate other ui elements like the avatars.
Suggested by @lofty hearth (ID: 63241028718559232)
I suggest adding ranking points for making kills to somewhat prevent stalemates.
Suggested by @harsh temple (ID: 448774951265239041)
trial run of an alternate ranking system
🟠 Points available based on # of players (e.g for 6 players)
🔸+3 for 1st
🔸 +2 for 2nd
🔸 +1 for 3rd
🔸 -1 for 4th
🔸 -2 for 5th
🔸 -3 for 6th
This removes the benefit of targeting specific players based on rank (and limits the heavy losses or extreme gains that can occur just now
For other player numbers - middle is 0, if even number of players, middle is between them (so +1/-1 on either side)
🟠 With bounties
🔸+1 per elimination
🔸 -1 for defeat
🔸 -1 for abandoning game when >2 players left
This encourages active participation & an emphasis on eliminations
🟠 & Skill-based auto matchmaking
🔸 Can only play with players within X points range
🔸 Say 50 radius normally
🔸 Expand by 50 per 30 seconds of wait time
This accounts for very high / very low skill points, so wait time shouldn't be >2 minutes for anyone
This also removes the rank factor (and massive loss/gain potentials at extremes of Elo
🟠 With changes to thresholds
🔸 Grandmaster is top 5%
🔸 Master is top 15%
🔸 Expert is top 30%
🔸 Intermediate is top 50%
🔸 Beginner is top 75%
🔸 Novice is top 100%
This ensures a dynamic rank range for players - based on everyone else's points
🟠 Final notes
🔸 Very different system, the dynamic rank ranges, removal of extreme point changes & focus on eliminations alongside final placement could both simplify the rank system while addressing the main pain points of our current system.
Suggested by @eternal light (ID: 299181564049489921)
Revamping the battle points tier system.
Right now, after you get past level 11 then you only get rewards for every 5 levels, which seems unintuative.
To even get to a higher level you also need an exponentially higher number of xp per new level, which gets unthinkably large when you reach higher levels.
You do not even get that much pleasure from reaching a new level since you really do not get rewarded nearly enough for how long it took you to get there.
I haven’y played for that long, only having ~80 hours in the game and being only level 15 to show for that. The last time i recieved a reward for leveling up was the 23rd of february, nearly five months ago! And that is only 5 levels!!
Assuming you max out your battle points (1250) every single day it would still take you just over 856 days to get to level 100 or a little over 2 years of playing straight.
I suggest giving reward for every single levelup you get to increase the players acomplishments. This does not mean that SMG should make unique cosmetics of every single level, rather fill the remaning levels with gems (5-20) per level or gold coins (alternatively gems for those who have premium).
I would also suggest that the points needed to get to a higher level is drastically decreased. This will lead to players reaching level 100, so I suggest that levels should be infinite, with rewards in gems coming only at intervals of 10, or 25 the higher level you reach.
Levels should represent one’s skill level and the players should be proud of their levels and be willing to show it off, righ now however, I feel like I have made no progress after playing for 80 hours, and therefore really wants this system to change.
Suggested by @wintry kindle (ID: 792193225346908191)
Make the dab emote available permanently in the shop so everyone can dab on 69’s
Suggested by @cursive carbon (ID: 444478738386649089)
I would love some recap feature at the end of games. For example a scroll bar with the turn number which shows the end of turn board of the specified turn. That could be particularly interesting for fog games. There could also be options like disabling it, only enabling it at the very end of a game or enabling it for everyone out of the game.
Suggested by @fiery beacon (ID: 938567696147152966)
Split Up Emojis and Chat Expressions
Separate emojis and chat expressions into each one's own panel. This would allow for more room for either chat element. More chat expressions could be available for a player to use. This would also allow emojis to be sortable to different player defined categories.
Finding the right emoji will be easier and faster. More predefined expressions would improve communication.
Suggested by @placid spear (ID: 136152038290620416)
Make so that when you click help in the top left corner, a little avatar pops out of the left hand side of the screen (like a player) and the text is displayed on the screen for a second or two (similar to when a player emotes or chats) and then it goes away. The big blue screen is just a little too much to display 1-2 lines of text
Suggested by @wraith knoll (ID: 788965036651446313)
advanced fortification
When you make a game you could toggle on or off advanced fortification, which would let the player fortify as many times as they want between as many territories as they want.
Suggested by @wintry kindle (ID: 792193225346908191)
Add an “elapsed time” slot to the battle log that tracks the length of games
Suggested by @fiery beacon (ID: 938567696147152966)
Add a Voting System to the Lobby
What if we could vote on how many players we need for a game? Whether to add or remove a bot? Should we just start the game? A vote would be a better system, than using chat expressions to communicate this to the lobby host, maybe.
The lobby could have a way of displaying the result of either vote or all three, above the player list and below the a game type description I believe.
Suggested by @meager vortex (ID: 767957408613793793)
When implementing game recap in the future, add an overlay for fog games so that we (the pov player) can see which territories had been in fog from our perspective but also see what color army had been there (on replay only). This functionality already exists in game: while a player cannot spectate a fog match after being eliminated, if they do not actually click the green arrow after being eliminated a “foggy view” of the map from perspective of current player’s turn can be seen behind the large image of the eliminated player’s avatar. This overlay could likely be recycled in the future enhancement of Replay Mode.
Suggested by @iron gazelle (ID: 1004961513607532614)
Add after game stat summary. Could include things like- Player ranks, placement, kills, troops gained/lost, trades, trade average, troops gained from bonuses.
Could also include a few fun stats like- largest attack, best defend, long bonus retention, etc.
Seems pretty obvious so I may be reposting on top of a previously suggested idea.
Suggested by @wraith knoll (ID: 788965036651446313)
Membership
You pay like 5-15 bucks a month and you get like 20-50 gems a day and one additional map pack every month
Suggested by @iron gazelle (ID: 1004961513607532614)
-Add toggle for Auto Blitz
-Add toggle for Auto Advance troops
When a player toggles Auto Blitz on they select their territory then the attacked territory. Rather than confirm the roll, it auto blitzs.
When a player toggles Auto Advance on all troops from attacked territory advance automatically.
After advancing the taken territory is selected by default.
Both toggles would default to off at the beginning of players turn.
This would increase the speed on both pc and touch, allowing players to select their territory and then having to only select attacked territories after with no confirmations. It would benefit touch control players to be more competitive in 60 sec progressive games. It would also simplify attacking on PC without relying on timing attack properly.
Suggested by @wraith knoll (ID: 788965036651446313)
Since there is a bar that shows how many games you have won out of the ones you played, I think there should be a bar for how many times to you've come in second place and third place too. Not 4th or 5th or 6th because not everyone plays 4+ player games
Suggested by @sacred shell (ID: 402079166201331712)
If you are in alliance with someone, you both win if only alliance members still in the game. Option for alliancie turn on/off friendly fire.
Suggested by @lusty spoke (ID: 605238464602177546)
allow the option for a draw and both remaining players agree to it. Some cap games can take many hours, and it'll only end when someone suicides. Would be nice to have the option to draw those games
Suggested by @near bloom (ID: 409520158412111882)
Add a numpad button to make moving large amounts of troops (an in-game numpad with support for inputs for all platforms [physical and virtual keyboard if necessary)
Suggested by @mellow stump (ID: 570946750769135618)
Show system time as an additional option, risk games can take a while and it would be nice to be able to see your current time while ingame.
Suggested by @radiant bone (ID: 929679860610248715)
this might already exist (I’m new here):
Steam workshop functionality (or an app) where the community can create and submit custom maps to potentially be officially included? I’d love to make a Texas map 😅
Suggested by @umbral berry (ID: 200072755490586624)
A few of the steam achievements are broken. My in game profile says I have over 200 wins in online games, but I don't have the "International champion" or "veteran" achievements. I also have 101 single player wins, but I don't have the "Lone Wolf" achievement. I've started a game using automatch and haven't gotten the "Matchmaker" achievement.
Suggested by @twilit raven (ID: 1123274221339033775)
Once you reach certain stage (i.e top 20 of the world in one mode), go to a status in which you can only earn points is playing against other top-20 players. If you lose some in a row, you can get demoted and somebody from the second tier get promoted.
Also there should be a way to punish or force the #1 and below to play games to avoid stalling your position (i.e. not playing anymore) to don't fall. Let's say, play at least one game a week to preserve it. But even then, if you are first and beat the 20nd, and the 2nd beats the 3rd, you could lose your #1 spot because the 2nd took more risk than you, while you took the safe bet of playing the worst player available to don't get penalized. This would foster fair game and prevent GMs from farming or avoiding high ranked players to keep the status quo.
Using a promotion and relegation system like in the european leagues. I.e. each month the top 3 of the low tier get promoted, and the other way around. That would stir things up and keep them intersting until the end of the season, and not like now, where the top players reach a certain status, stop playing and just wait for others to fall if they are above them, or not reach them if below, that doesn't favor sportmanship.
Suggested by @vale flame (ID: 569961059176284171)
GM threshold should be a lot higher than 26k, imo. I barely know how to card block and I'm ranked a GM, and I reek at portals when playing skilled players. I would suggest somehow, the game monitor player experience with Fixed, Progressive, Capitals, 70% and Portals & Fog. A player like me shouldn't have 27k FFA with my meager experience and knowledge. I do have common sense, but folks botting out and letting me win shouldn't give me FFA points. (Folks botting out should not get any FFA points, nor should their defeat award any.)
Suggested by @wraith knoll (ID: 788965036651446313)
For big maps, with over 50 territories(this could be changed), you have the option to give each player an additional 10,15 or 20 troops in the beginning.(all players would get it). For auto the troops would be spread across territories randomly (in addition to the troops already spread), and for manual, you would just get extra troops to put down. On big maps , like Canada advanced for example, if you're playing with 4,5,6 people, most territories will only have 1-2, maybe 3 troops. This leads to players not having to reorganize and strategize their troops as much, and people usually just end up capturing continents with little to no fortifications, and since most territories have little troops, no one wants to immediately break people's continents because it will waste their turn. Then this process repeats, and it launches the players into an endgame before anyones prepared. This doesn't always happen, but I think this feature could make big maps more fun to play.
Suggested by @clever goblet (ID: 363772402468913152)
Add a confirmation stage to capital placement: “Are you sure you want to place your capital there? (Yes/No)”
I have seen players accidentally place a cap on a random territory while trying to zoom in or move their window in attempt to better examine certain points on the map. Cap selection is too vital for the game mode for an accidental misclick at the start to completely ruin your game.
Suggested by @pearl wren (ID: 862034219366613025)
season battle passes that would be possible to complete in 1 season (would have a daily cap!), would include like smaller rewards (2-5 gems for some tiers, maybe a dice skin, emote for the end of that season etc. I am not sure if this would work for SMG, because they are already generous with free 2 gems per day and some gems from battle passes, but i think it would bring some more activity from players?
Suggested by @wanton nymph (ID: 308673096787820555)
add a chat function at least for friends from the friends list cause when finding some nice people in games there is no way to connect with them which makes the friendlist kinda useless
Suggested by @dusky pagoda (ID: 241883965269475329)
- Put a game duration timer in the battle log (+ maybe an actual local time clock) 2) Give custom sounds to different troop types to make them more relevant (and marketable
)
Suggested by @iron gazelle (ID: 1004961513607532614)
Classic Fixed leaderboard.
Suggested by @wraith knoll (ID: 788965036651446313)
pay to enter lobbies, and rank rewards.
For the pay to enter lobbies(this could be toggled), each player would enter 1-10 gems into a pool and the winner takes it all.
For the rank rewards, each rank you go up, your daily reward gets 2 gems added onto it .
Novice-2
Beginer -4
Intermediate -6
Expert-8
Master-10
Grandmaster-12
Suggested by @dusky pagoda (ID: 241883965269475329)
Allow us to spectate the game / view players after surrendering instead of immediately being thrown out completely
Suggested by @foggy juniper (ID: 89723303454834688)
The percentage graphic should be placed next to the slider itself, not on the other side of the UI.
Suggested by @somber trench (ID: 212415683701637122)
New Game Mode: "Factions". This game mode is essentially a 2v2 or (2v2v2) or 3v3. Where players have access to every player's card that are on their team. In Fog they share vision. Player's must coordinate to defeat the other team.
Suggested by @vital sun (ID: 595415525060902912)
2v2 and 3v3 please <3
Suggested by @modest violet (ID: 1064472592251101205)
( 1 ) Progressive, but turn in count returns to 4 after the 60.
Suggested by @iron gazelle (ID: 1004961513607532614)
Restructure leaderboards to include the following (This could be in game OR at hasbrorisk.com):
Overall
1v1
World Domination
Speed Blitz
70%
Capitals
Zombies
The current leaderboard and structure is very skewed. It naturally creates an environment where new players are trapped in disadvantageous game types in order for experienced players to rank up. I do not believe this helps to advance the popularity of the game as newer players could become frustrated getting ground for FFA points and losing interest in the game.
Separating leaderboards would free some of the risk population to focus on the game types they prefer, rather than play the types they are more likely to win, if they are only focused on ranking up.
Risk is collecting a ton of data on games, it would be interesting to see some of this displayed somewhere and add transparency to the best players of each game type.
<@&1135733212778348604> a new idea is up!
Once you've fixed your rank calculation, why not add more? We should have separate boards for overall rank but also rank on a map, rank on a game mode, rank on a card type, fog status, alliance status, portal status, blizzard status, and partial combinations of the above. (If you did all combos of two, e.g. map x cards or fog x alliances) then you would only need 91 more calculations per game and if you did all combos of 3 you'd need 301 more calculations... 1 + 7x6/2 + 7x6x5/3 + 7x6x5x4/4 = 1 + 21 + 70 + 210) [ 7:53 PM ] Eura Law : guess that bot doesn't work
<@&1135733212778348604> a new idea is up!
Ranking list for each single settings &/or maps beside the average ranking
This will open new doors, new opportunities, new points of view !!
Which “calculate ranks for every sitting/maps BUT NOT in combinations. JUST every Single sitting & maps by itself (in the beginning we can start with few, the most popular for example”
BESIDES keeping the AVERAGE Rankings
Why thats GREAT for all off us?
Most of GMs talked publicly that they play mostly just 1 or 2 types of sittings & maps.
Even every known Risk Content Creators specialize mostly in 1 or 2 types of sittings & maps
IMAGINE THIS !
When we have rankings list for each single sittings & maps
Will discover that most of Top GMs are NOT the Top in most ranking lists !!
That will open many new doors of opportunities & competitions & races to Thousand of players Not just the hard ride to average top 200.
It gives them Hope & a practical clear way to rise in a new category witch not crowded
That will push players to PLAY MORE !!
TRY MORE Settings & MORE Maps !!
I think its a WIN/WIN Idea 💡👌🏼
Please consider to test it in some popular settings/maps
& some unpopular settings/maps
Maybe that’s help to see the potential clearly.
<@&1135733212778348604> a new idea is up!
As suggested before a camouflage mode where players names and any other personalizing info is hidden in lobby and game would be a major improvement for fair play in ranked games that could allow for unlimited repeat play against the same people (you just would never know who you were playing till after it was over).
Anyway that last part is where my new suggestion applies. I suggest that there should be more of a finish screen to games. Announcing who each player was and what there finish position and stats are. This could even be a place for SMG’s animations department to make some cool graphics that all the players could actually see and appreciate.
Something along the lines of:
(Exciting Fireworks Animations)“You, blue player, just finished second behind red player who is a Grand Master, screen name of GMmcfly who has over 10,000 hours in the game and the highest rank ever achieved. Is second really the best you could do?” (Animated Sad Face) “Your rank has gone up 600 points” (Animated graph depicting your last week of game performance) “But we think you can do better.” (Animated General Thumbs Up) “Try again.”
<@&1135733212778348604> a new idea is up!
New fog variants. Just as with portals, I would like to see two more fog alternatives. 1. 10 rounds limited fog that will disappear completelty. 2. Unstable fog, that will go on and off i.e. every 2nd round. This may be good tools to prevent stalemates in some settings and give us more flexibility for making new play styles. As it builds on existing functionality, it may also be quick and easy to implement.
<@&1135733212778348604> a new idea is up!
Is it possible to have leaving/botting out negatively effect a player's rank? Meaning, a bot out is tracked in the background, and if the player never returns, it gives them the placement as if they surrendered instead of where the bot manages to secure a finish. Most people know that it's easier to beat bots so they target the other human player instead of the bot(s) left in the game, and the botted player ends up getting the higher placement and thus points are effected. I don't think leaving when you're going to lose and getting points because of it makes much sense.
<@&1135733212778348604> a new idea is up!
An update focussed specifically on fixing bugs
<@&1135733212778348604> a new idea is up!
A certain length into the Risk match, people are able to vote for peace this makes the strongest player win without full world domination, this is because in some situations its either a real pain to kill some people, or you just simply dont want to kill your ally as they only one left.
<@&1135733212778348604> a new idea is up!
{mobile speed}{i suggest removing the speed handicap for mobile players vs pc players by adding a speed blitz button during attacking. This would work separately from the current attack model and pressing the button will attack with the full stack and any remaining troops are automatically moved (no splitting option during speed blitz) this removed 1 input step for mobile players which i imagine would bring their speed up to or nearly up to what pc users can create. I imagine the speed blitz button could be located in the top left of the ui above the card check etc buttons and approximately the same size. If you have any other questions about this topic please feel free to message me as id love to go more in depth}
<@&1135733212778348604> a new idea is up!
Please add Dutch! Japanese, Korean, and traditional Chinese would also be good add-ons.
<@&753472147669778543> a new idea is up!
Turn lobby size and amount of bots into a creation modifier, instead of an option within the lobby. This would allow to filtering for lobby size (3/4/5/6) and bot amount. This would also free up some lobby chat expressions, like "Add bot" "Remove bot".
<@&1135733212778348604> a new idea is up!
Add an option to say "Leave [player] alone for now" to a player you are in an Alliance with, similarly to the existing "Attack [player]" message.
<@&1135733212778348604> a new idea is up!
Remove the big black box at the start of the turn that covers most of the screen to display troops gained. To still obtain the knowledge of troops gained by a player there could be a simple +number at the avatar of the player. This could be a third row or a pop out field like the card held are. This number would work in 2 different ways. 1. For no fog games it would display the number of troops that the player would gain if their turn would start right now. 2. For fog games it would display the amount of troops that the player gained last (ignoring cards). This would also ignore vision, so even if a player has an alliance or sees every territory on the map it would only update at the start of said players turn. I think this would increase accessibility, because you don't need to read a number in a split second and your screen doesn't get covered up which also takes aways map knowledge, if someone plays fast.
<@&1135733212778348604> a new idea is up!
Please, return previous music, it was always very good, but now new music is really boring.
<@&1135733212778348604> a new idea is up!
when In a game with other people, have the option to skip the ais turn like in solo
<@&1135733212778348604> a new idea is up!
Turn Up the Music
For some reason the new music has been been added with a very soft volume, even when full volume selected. SFX volume hits a lot harder. May we please turn up the music?
<@&1135733212778348604> a new idea is up!
New maps focusing on individual US states. California, Texas, Florida, and New York since they're the most populous, and Alaska could be a cool idea to explore. I think this would be a popular map package because Americans really love their states and would probably rush to buy it. At least I would.
<@&1135733212778348604> a new idea is up!
Add ability to report players from the end screen after you have been eliminated. On some occasions it becomes apparent that a player might be cheating/collaborating in the final moments before they eliminate you, not giving enough time to report them. I would like the report button to also be available on the screen where you can send friend requests to the players you've just finished playing with.
<@&1135733212778348604> a new idea is up!
Remove estimation technique for high troop battles
Rather than keeping in line with fast calculations for large battles (which introduces inconsistent results / unrealistic outcomes), instead just brute force like any other dice roll - if it will take >1s (even 5-10s with 10k / 100k troops etc) then let it take that long with a 'calculating...' message displayed.
If the attack would exceed turn timer, delay turn timer until it is complete (and force move all troops to that location)
This would make the 0.0001% of battles that are massive troops vs. massive troops be more consistent (with more realistic outcomes) at the minor expense of taking longer to process.
As it will not impact 99%+ of dice rolls, it doesn't matter if it takes a bit longer.
<@&1135733212778348604> a new idea is up!
Explore dice with more sides in a game mode or campaign as a new way to play RISK
A few examples:
- Progressive Dice as an alternative to Progressive Cards
- game starts with d6 / six sided dice as standard
- every 10 turns, double the # of sides (d12, d24, d48)
- this would increase the luck factor
- ai can be set to not have progressive dice (e.g. d12 vs d6 you'll have a much higher success rate)
- Progression system as part of a campaign
- as you level up in the campaign, you gain access to more powerful dice - which enables fighting tougher opponents (also with more powerful dice)
- as multiple upgrades etc. could be done alongside this, earlier levels can be replayed to level up if you are struggling against the next level
- Game Modifiers (like Capitals)
- random territories are selected as modified, this can be positive or negative.
- modifier with a penalty, -1 side [d5] for attacking while having a +1 side [d7] for defending (a bonus with a penalty)
- environment-based boosted territories (+1 side [d7]) if you are attacking from a forest region with a commander that has a bonus for forest region.
- randomly boosted territories (like unstable portals), a random +2 bonus, +1 bonus, -1 bonus & -2 bonus every full turn (can be indicated beforehand that they'll be modified, optionally with the modifier or without it, so it can be a risk to hold it that may pay off)
<@&1135733212778348604> a new idea is up!
Keyboard hotkey for showing regional bonuses. Clicking on the left every time you want to see regional bonuses wastes some time, so a hotkey would make it quicker. This would be useful when it's your turn and you're trying to quickly strategize before the timer runs out.
<@&1135733212778348604> a new idea is up!
This suggestion should be pretty basic and not take too much development above the existing system, but essentially my idea was adding some kind of "blacklist" filtering system. Essentially, considering there are 5 gamemodes currently available in the game, I thought a good idea might be to have the ability to filter by more than one gamemode in FFA. I only ever play World Dom and Cap Conquest, so I would love if I could filter those two without having to see Zombies, 70% Dom and Speed Blitz games (and potentially new gamemodes if those are introduced in the future and I don't play them in FFA either). Currently, we're only able to filter one gamemode at a time, and considering most lobbies fill really fast, its hard to join a game with settings you like in time.
<@&1135733212778348604> a new idea is up!
RECOMMENDATION. Establish four leaderboards. Classic FFA, Classic 1V1, Specialized FFA, Specialized 1V1. Classic leaderboards would use the free map with no premium modifiers. Specialized leaderboards would be for any game played using a premium map and/or modifier(s). BACKGROUND. The current leaderboards compare apples and oranges. The majority of players at the top of the leaderboards play highly specialized settings that most of their opponents are unfamiliar with. The majority of games played use the classic map without premium modifiers. The current leaderboards make it extremely unlikely that a player will advance far without purchasing premium content. The large number of options makes it unfeasible for have leaderboards for every setting variation. Separating the leaderboard between classic and specialized provides an option to advance on a leaderboard where opponents are playing similar settings. It also better enables players to be competitive without having to purchase premium content (pay to win).
<@&1135733212778348604> a new idea is up!
Should Risk’s Ranking System be Updated?
✅ Yes: It could be improved
❌ No: Keep it the same
<@&1135733212778348604> a new idea is up!
Additional game modifier
Turn Limits?
Off / 100 / 80 / 60 / 40 / 20
My thinking is this could help add some urgency and alleviate stalemates in fixed card games, as well as capital conquest games.
...Further Thought Note: How to handle games ending with players still on the board? Possible Draw outcome? Continue with troop/territory count for deciding placement?
<@&1135733212778348604> a new idea is up!
Both 1v1 and FFA are broken and here are some potential solutions for each
1v1
Geoguessr has semi-recently changed their ranking system for duels so players can only play within their division. This has incentivized some of their top players to come back and play ranked. Risk should do the same to help create the best possible system for a competitive environment and to incentivize players to play ranked again. Two options are possible either two similar divisions could play each other such as masters and grandmasters could only play each other or if there are enough players grandmasters and grandmasters could be automatched together. Another addition would be to add rewards at the end of seasons for further incentivize players to compete and be interested in ranked again.
FFA
For FFA it’s important to create the most competitive environment for players and a solution for this would be to pair players based on similar divisions. Various options include, novice-intermediate, expert-grandmaster or novice-beginner, intermediate-expert, or master-grandmaster, etc. Another issue both ranking systems is the lack of incentive in them. A solution to this would be to change seasons to reset every six months and add in new eight week seasons (or whatever name for an 8 week period) where players could climb and achieve goals in another leaderboard with rewards for the top performances. Examples could include, win a caps game, or a somewhat more difficult achievement such as win an FFA game in 15 minutes. Also it would be nice if both 1v1 and FFA could get automatch with filters for settings (doesn’t have to be specific) and this could be added for the smaller season achievements as well. Ultimately these are just some food for thought ideas which risk could really use to fix it’s ranking system.
<@&1135733212778348604> a new idea is up!
I was hoping you could putup on the game screen how many continents there are as well has how many territories. I think this would help quite a few players decide if they are wanting to play that map.
also I would love to see a worldsp with all the real countries represented I know it's a lot of you included the two non UN countries of holy see and state of Palestine it would be ,195
<@&1135733212778348604> a new idea is up!
When playing certain game modes (Caps is known for it, but it can happen in several types of games), stalemates can happen after about Round 12 or so (particularly among high level players). Usually due to card values and or taking bonuses not being enough to make taking a bounty worthwhile under certain conditions - this can result in games going 6-12 hours or longer with the only ending coming from suicides, disconnects, bribes, etc.. This is a real problem, and huge source of frustration for some - A proposed solution: Every 20 Rounds have a Bonus Troop Multiplier from Sets - Maybe Call it a "Mega Draft" Option you can toggle on or off in settings next to the Progressive Cards Setting when setting up the game: Round 20 the Multiplier could be 2X the sets normal value, Round 40 it could be 4X, Round 60 = 6X etc... up to 10X Sets Value by Round 100, if you set in one of those special rounds the multiplier of that set could give a statistically significant number of troops to help break a stalemate (particularly if some are able to set that round and some aren't). Could save players from the mind numbing horror of deep stalemates. It's also not completely unrealistic in the theoretical as wider and wider drafts of soldiers is something nation states do to give an advantage to end a war. Example it's Round 40 and your set would normally be around 400 or so... well with the multiplier if you set in Round 40 you would get 1600 troops instead of 400! Also if you can take a bounty and set in turn in that round you would get another Multiplier and get 1620 More troops or so. The above multipliers would likely roughly work, but could be refined through testing.
<@&1135733212778348604> a new idea is up!
Either add a setting to display troops gained per turn the old, more intuitive, and streamlined way of being in the middle of the screen to grab your attention wherever on the map you’re looking, or just revert the changes entirely. Nobody asked for this and being on the left side of the screen makes no sense. If you wanted to show the troop figurines so bad, why aren’t they just a pop up in the middle below the original centered troop count location? I shouldn’t have an advantage or disadvantage in fog for being on the right side of the map where if you direct your attention there, you risk missing crucial troop count information that’s shown for half a second, and then doesn’t appear in the battle log. (which also doesn’t make any sense, either show the information clearly in the battle log for everyone to know or not at all) heck, you could do both variations and split it into two different fog settings by adding “dense” fog where you don’t know how many troops opponents get per turn at all. However, I digress, the way it is presented right now is BAD for gameplay (not to mention content creators who already use that corner for face cams), please fix it somehow.
<@&1135733212778348604> a new idea is up!
Can the Devs please add the ablity to turn off blitz and make it so you can only do one attack per turn like on the table top version.
<@&1135733212778348604> a new idea is up!
Battle of Svolder Advanced. Double the territories, double the bonuses, double the fun.
<@&1135733212778348604> a new idea is up!
Battle Log can be difficult to read
Add a background colour to Battle Log name entries to better distinguish players using Black Colour from the background.
Could either
- use a lighter grey for the Battle Log entries
- add an outline to Black text
- add a box background colour that's a bit lighter for darker colours
Improving legibility improves accessibility.
<@&1135733212778348604> a new idea is up!
New Game Modifier
(Or Addition to Inactivity Behaviours?)
Reconnection Mode
< On / Off >
Anyone who disconnects or goes offline is no longer able to return to the game. A bot immediately takes over for them and the player is locked into the next lowest currently available position for the game, regardless of the bot's performance.
Free-For-All example with 6 players: If two other players are already defeated, have surrendered, or offline then this player gets locked into 4th place.
I believe this would be a useful addition. It would bring immediate and unavoidable consequence to those who wish to try to play unfairly.
<@&1135733212778348604> a new idea is up!
Problem
As described by SMG themselves: *“To prevent duplicate accounts and to remove the demoralising feeling of dropping down the leaderboard, we made it so no one could drop below their initial ranking points. (Beginners found it was easier to create a new account than to win your way back up.) While appearing a benefit those with lower ranking points, mathematically this actually benefits those with higher ranking points as the points lost (if they lose) is smaller, and points won (if they win) larger than if the beginner was on their actual ranking points.” *
However, making a new account doesn’t make you a better player of course, so it’s hardly helpful in going up. And the points of all the overrated novices mainly go to high(er) rated players at the moment, making them also overrated.
Solution
Introduce a period of 10 placement games, where your rank isn’t displayed yet. This works by adding 30k rank points (or whatever is appropriate) to everyone their current rating and setting the initial rating for new accounts at that level. Because your rating is only visible after the 10 games, this solves the issue of feeling demotivated by starting at a lower level than a new account and it gets most new players to a more appropriate starting point. I would assume that since it’s not clearly visible and you don’t see an immediate effect when making a brand new account. Players will be less inclined to go through the effort of the placement games again and thus won’t make a new account.
<@&1135733212778348604> a new idea is up!
I support having an enhanced collaboration prevention system for ranked games that do not include alliances (YES/NO).
<@&1135733212778348604> a new idea is up!
I support having dice animations turned off by default to help reduce the speed advantage that computer players have over mobile players (
YES/
NO).
<@&1135733212778348604> a new idea is up!
(Yes
) I support my disabled allies in their bid for world domination.
(Neutral) huh?
(No) I can’t bring myself to support the needs of others. I will push any advantage including my influence on the rules of the game to keep things tilted in my favor. I must dominate my opponent even if my win is based solely on the speed of my internet connection and my free spinning scroll wheel.
<@&1135733212778348604> a new idea is up!
Just a little more (Zoom Out POV) Ability 🗺️
❌ We face this problem with Multiple Maps
“lack of Zooming Out Ability to have a better (Point of View & Streams & Vids) Experience”
For Example:
Brazil Map (Pic 1) 📸🇧🇷
✅ You did a Great Zooming Out Ability with the new maps pack
For Example:
End of the King Map (Pic 2) 📸👑
<@&1135733212778348604> a new idea is up!
I support having separate leaderboard(s) for classic RISK world domination (
YES/
NO).
<@&1135733212778348604> a new idea is up!
I think that there should be no ranks shown on any of the games whether it's qualifier or a round game because it's too easy for the more experienced players to zero in on newer players and take them out because of their rank gives them a target on their back. if everybody has the same rank they wouldn't know necessarily and may caution them from basically chasing someone down to get rid of them or teaming up two or three grandmasters against a couple of novice. It doesn't make it very enjoyable for the new people playing in tournaments and can make the turnouts less if they don't feel they're having a chance with no rank you may think twice because you don't know what kind of player you're up against.
<@&1135733212778348604> a new idea is up!
Daily Gems streak
Collecting 2 gems/day for 7 consecutive days (e.g. each week) could grant either:
- discount on shop items
- likelihood could be based on rarity
- discount on premium
- low chance for 50% discount
- very low chance for 60% discount
- starter bundle offer
- a visit back in time to the starter bundle offer
- small sack of gems (e.g. 10 gems)
- limited time map
- e.g. Arkenaos
This would both reward regular gameplay while also providing limited / exclusive discounts on items that may otherwise not be discounted / available
<@&1135733212778348604> a new idea is up!
I support having a sandbox mode with increased ability to modify gameplay mechanics and features (
YES/
NO).
<@&1135733212778348604> a new idea is up!
New Game mode or setting
Not sure on what to call it. Basic outline:
- Turn 1 everyone will receive troops based on their position at the start of the game
- territories taken will not impact other players troop gain this round
- The position you fortify in each round (# of territories, continents, capitals) dictates how many troops you get next round
- it doesn't matter if you 'can't hold Asia' - holding it at the end of your turn will grant you the bonus
This has a three fold impact:
- stacking alone will no longer be feasible
- to ensure players can't take a continent in their turn, guarding borders heavily is crucial
- players are rewarded for aggressive moves (e.g. taking over Asia and Europe while others were defending their own continents only)
This means players have more direct control over their troop gain, you can see during your turn that taking a few extra territories can give you an edge, it is also still risky to stretch too far out as eliminations are now the only way to prevent someone gaining their troops before their next turn.
<@&1135733212778348604> a new idea is up!
I support having the ability to block/unblock players from lobbies:
YES/
NO.
<@&1135733212778348604> a new idea is up!
Disable leaderboards visibility in-app for 2 weeks after season resets
When clicking leaderboards within the first two weeks
- Leaderboards are available 2 weeks after a season reset (in X time)
- could show a timer under leaderboards for 'until leaderboards visible
You can still view your position if you wanted to
This would mean players can still check hasbrorisk leaderboards for their current positions - while it being clear that leaderboards are 'not stabilised yet'
It would also be in line with the time frame for receiving Verified Badges (helpful for players aiming for it)
<@&1135733212778348604> a new idea is up!
Unstable portals should be open on the odd rounds (1,3,5) instead of the even rounds (2,4) for speed blitz games.
<@&1135733212778348604> a new idea is up!
I support having standard quarterly seasons (JAN-MAR, APR-JUN, JUL-SEP, OCT-DEC). To the extent possible, updates should coincide with the start of a new season. YES/NO.
<@&1135733212778348604> a new idea is up!
makes caps uncapturable on turn 1. Caps is borderline unplayable when you go last. You either have to turn down a good spot because there's a risk of losing your cap, or take that good spot and end up losing your cap before you even get a turn. Alternatively, put the bonus troops players 4 5 and 6 get in the cap immediately instead of giving them to them at the start of their turn
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
A setting that would allow moving troops through allay territory
<@&1135733212778348604> a new idea is up!
I support making opponent ranks visible if you forfeit a game:
YES/
NO.
<@&1135733212778348604> a new idea is up!
In order to prevent initial bot outs, the ready up system should be moved into the lobby screen.
Players can signal to ready or unready.
If everyone is ready, the game begins a countdown during which any player can abort the countdown to keep the game in lobby.
With this system, you will never be placed in a game with an unexpected bot from the get-go.
<@&1135733212778348604> a new idea is up!
“Ready” chat or eMote in (Lobby)
Helps signalling all readiness before starting the game
Helps reduce annoying Bots at beginning of games!
<@&1135733212778348604> a new idea is up!
I am sure this has been recommended but for the love of god if somebody bots and a player dies, the person that botted should automatically get placement below everybody that is left. I should not get third in a 1v1v1 because somebody bots and the other player has the advantage over me and full sends into me. Horrific flaw in the ranking system. Please fix.
<@&1135733212778348604> a new idea is up!
tldr: FF Bots' Turn in ALL Games *** In a single player game, there is a button to "Fast forward" through all the bots' turns and start your next turn as the only human player. The Game should apply that same functionality by default to all games with one or more human opponents and at least one bot.
- I want all turns of all bots in ranked and unranked play to 'fast forward' by default to the turn of the next human opponent.
- I do not have a strong opinion either way.
- I rely on the expert bot's time to plan my next turn.
<@&1135733212778348604> a new idea is up!
I support adjusting the balanced blitz formula to further reduce extreme outcomes.
YES/
NO.
<@&1135733212778348604> a new idea is up!
I support having the ability to report cheaters after a game is finished:
YES/
NO.
<@&1135733212778348604> a new idea is up!
Transition game modes into Modifiers under Victory Conditions
As RISK gets more features, new modes etc. one of the main downsides with game modes is that they are not able to be combined with other game modes.
As an alternative (as victory conditions) you could have:
- World Domination (Always on)
- Capital Conquest (add capitals & can win by taking all)
- 70% Domination (capture 70% of the map)
- Speed Blitz (Turn limit of 5)
Zombie Apocalypse gamemode can be transitioned into an AI type (you can enable Zombies or disable them, in game setup)
This also means you can have all 5 'game types' together in the same game! Can have zombies in capital games, 70% or capture capitals together - allowing more ways to win games.
<@&1135733212778348604> a new idea is up!
I support having the ability to retract an ally request that has not been accepted:
YES/
NO.
<@&1135733212778348604> a new idea is up!
ving an option to enable others to spectate games:
YES/
NO.
<@&1135733212778348604> a new idea is up!
If 2 players are left in the game and the winning player only takes 1 territory a turn and the difference in troop count from winning player is 2.9 x troop count from losing player, sent in a stalling warning for the stalling player and a warning for the losing player that they can report the other for stalling.
<@&1135733212778348604> a new idea is up!
I support having a report that shows all of the games that I have played during the season. The report would include items such as: Number of human/AI players. Starting position. Map used. Mode used. Modifiers used. Final placement. Points earned/lost.
YES/
NO.
<@&1135733212778348604> a new idea is up!
Addressing stalemates: I suggest, between two remaining players (and no bots), if both agree to it, the game would end in a draw. This could help battle stalemates where neither player sees a way through.
<@&1135733212778348604> a new idea is up!
I support automatically ending a game once all human opponents have been eliminated.
YES/
NO
<@&1135733212778348604> a new idea is up!
Casual Spectator Mode, a simple pop up when you enter a roomcode in casual mode only that says "This lobby looks full, would you like to spectate the game?", using the same rotating map views as if you were a dead player but you cannot communicate with the players in the game
<@&1135733212778348604> a new idea is up!
I support having the option to purchase a single map:
YES/
NO.
<@&1135733212778348604> a new idea is up!
Add “fast” true random dice roll options for balanced blitz.
WHAT
How this works is you slider the number of times you want to manually roll the dice and the outcome will be how many troops you and the enemy lost (like a 0% blitz slider roll). The maximum number of rolls that can be committed at once is:
The number of troops that the enemy’s territory has divided by 2 for normal territories, and divided by 3 for capitals OR
The number of troops that your territory has divided by 3, whichever is lower. The number is rounded up. ||this has to do with the number of dice rolled, if its wrong pls correct me||
For example, a 26 v 20 non-capital will have a maximum of 10 manual rolls available, while a 26 v 20 capital will have a maximum of 7.
WHY
This is to prevent people’s turn timers from entirely being consumed by slow rolling, and to allow possibly better odds when 0% blitzing.
<@&1135733212778348604> a new idea is up!
I think there should be a new setting where for fog of war games you can have alliances without sharing your vision to your opponent. This would allow for more strategic gameplay since you increase communication but keep the element of secrecy and ability to backstab
<@&1135733212778348604> a new idea is up!
I support having additional color options available. New color options would be voted on using a Discord poll, with the top responses being incorporated into the game.
YES/
NO.
<@&1135733212778348604> a new idea is up!
Allow players the ability to choose to represent nations such as Scotland, or England. Theres more options to add, but my suggestion at a base level is that.
<@&1135733212778348604> a new idea is up!
Add a modification to games with friends which turns off the cost of the games but also the won xp and if turned on you can still earn xp but it costs coins as usual. What do you think about that?
<@&1135733212778348604> a new idea is up!
Colourblind mode consequences. So... i use the tritanopia setting since its the one that shows me things in the clearer way. Its all good on that part, the problem is when using alliance settings and an ally says, attack X (color). The problem is that the color mentioned there is the original (without the colourblind settings) which is confusing as hell. For example in my last game someone told me to attack Pink, well, theres no pink in my screen, and apparently it was purple.
<@&1135733212778348604> a new idea is up!
This poll is a follow-up to the #risk_ideas message poll to add more colors. The device that I primarily play RISK on is:
2019 or newer or
2018 or older
<@&1135733212778348604> a new idea is up!
Not a major change but what do you guys think of having the ability to change how many blizzards are on when setting up a game. I'm thinking you can choose between 2 and 6 blizzards but have some rules like there can't be more than 3 blizzards in one continent or something or just some slight adjustments to avoid having small maps completely choked up. This isn't a revolutionary idea but could be fun to play around with on all the maps where some might benefit from having 2/3 blizzards and sometimes you want the game to have choke points and you opt into having all 6. I doubt the games with 6 blizzards will be high skill cap on most maps but could be a fun change that'll add some variety to the game
<@&1135733212778348604> a new idea is up!
More inclusive voting
Currently ideas are received through a lot of sources, risk-ideas channel in Discord is just one of these sources.
This makes it difficult to gauge interest and disinterest in ideas.
As an alternative, a selection of ideas received in the previous month could be highlighted for feedback in-game.
There are a few benefits to in-app voting for developers such as:
- Vote tallies can be split by Premium/Not-Premium (e.g. help identify what ideas may help convert players to Premium), high-activity Vs casual, rank class, new vs long-term etc. even things like 'how frequently someone votes' could be insightful.
For players this has a greater benefit:
- can vote on ideas being considered by developers directly in-app
- this is more inclusive for less social-involved players
- it also shows players regularly what types of ideas are being taken into consideration
- much more diverse voting & more reliable results in turn
For ideas being sent there's a few things to consider:
- if ideas are targeted for new players only, can be sent to new players only
- if ideas relate to ranked, this could be sent to players that have participated in ranked this season
- splitting who ideas are sent to wouldn't be a necessity, just an option for developers if more targeted feedback is preferable.
- votes can have a text requirement/option (like reporting a player, maybe a little bigger text box!), along with a big tick or cross for whether or not a player likes the idea.
Idea written based on this comment: #1154775422433759252 message
<@&1135733212778348604> a new idea is up!
When an ally messaging you happens just before a game animation (turn change, dice rolled, etc.) the msg will dissapear and many times i dont have enough time to read it which is a problem in the yet scarce ally comunication. Theres nothing like a "can u repeat, pls?" so i think this should be fixed.
<@&1135733212778348604> a new idea is up!
Add an option to skip the get ready screen in solo and pass and play games that have no timer. Pressing start game should be confirmation enough. And while we are at it make the confirm button to restart a game a toggle option too.
<@&1135733212778348604> a new idea is up!
Maybe add a real chat to the game. Obviously without harm of any personal rights. It would just to get better possibilities to plan you tactics with allience members or wish the other players a good game. With the chat possibillities of the present it is really difficult to interact with your allies or the whole round. I think that most of the players would like the idea and people who don´t could disable the chat. I hope that someone reads this and maybe checks this idea. Thank you for your audience and sorry for my bad english.
<@&1135733212778348604> a new idea is up!
your ally cant attack your teritory without your permision. If alliance is broken you can attack next turn.
<@&1135733212778348604> a new idea is up!
I support having an avatar tool that would allow users to customize skin tone, eye color, hair color, hair style, outfit and/or accessories.
YES /
NO.
<@&1135733212778348604> a new idea is up!
Help people to uphold the fair play rules in public lobbies. Step 1. Don't allow friends to see lobbies that friends are part of in ranked and casual public. This applies to the risk friend list and other social media accounts as far as SMG has access. Step 2. Put the "No Friends allowed" warning on the casual public selection screen. Step 3. Simply block people from joining the same public lobbies for a certain amount of time. And this should apply no matter who the host of the lobby is.
<@&1135733212778348604> a new idea is up!
Add the ability to add a screenshot from the game so that when stallers are caught in action they can be banned. I know that this may not be practical for all types of cheating where context is needed, but if someone has been stalling for an hour and has 50 stacks on every territoy on the map while you have 1 on your cap, its pretty obvious from te screenshot or perhaps even 5s vid.
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
I support adding a third dice option.
YES/
NO. 1. True Random (high variance in outcomes) 2. Standard Balanced Blitz (moderate variance in outcomes) 3. Advanced Balanced Blitz (slight variance in outcomes) Option 1 is the most luck based. Option 2 is middle of the road. Option 3 is the most skill based.
<@&1135733212778348604> a new idea is up!
Shop improvements
1. Filters
As we can now buy Emotes! it'd be great to be able to sort and filter shop pages. View by owned/unowned, alphabetical order, rarity, cost.
2. Map Packs section
Once you buy a map pack you never see the beautiful box artwork again 🙁 it'd be great to be able to use this section to:
- display box art for map packs
- click on one to view maps
- see continent & territory count data
- maybe a 'View Map' option - see the blank map and can toggle blizzards, fog of war, territories, portals etc.
3. Cost data
Show cost of items that are owned
4. Unique purchase data
Where possible, show: - purchase date (or activation date)
- purchase cost (e.g. 450 Gems, 337 Gems (25% Sale)
- event info (if item is from a specific event)
- unique purchase identifier (e.g. 193rd person to obtain this item)
- likely not possible for ancient purchases, but could be trialed with giveaway items for example.
Note: this is a follow-up suggestion to this idea: #risk_ideas message which covers things like 'auto claim gems setting' & notifications
<@&1135733212778348604> a new idea is up!
We had a poll a few weeks back that overwhelmingly expressed that people would like to see an improvement to the ranking system. This is a follow-up to that. Would you like to see a modification to the current ELO based system (select yes) or would you prefer that SMG created a Winner Take All (WTA) approach where only the winner of a FFA game would receive points for a victory and each player defeated would lose an equal amount of points? (select no).
<@&1135733212778348604> a new idea is up!
I support having a separate aviator for bots that replace a player (impacts skill points) vs. those that are present at the beginning of a game (do not impact skill points).
YES /
NO.
<@&1135733212778348604> a new idea is up!
I support adding an “watching icon” under the avatar of an eliminated player that has chosen to observe the game.
YES /
NO. The new icon would indicate which, if any, eliminated players, are continuing to watch the game.
<@&1135733212778348604> a new idea is up!
I support limiting ranked play to auto-match to reduce unbalanced games and extreme skill point drops.
YES /
NO.
<@&1135733212778348604> a new idea is up!
Widget for RISK Profiles
It'd be great to have a preset widget for RISK Accounts - these could be set up by user as either:
- Disabled (default)
- Restricted (recommended in use) - generate a unique key to generate the widget - can be changed once every 24h
- Public (not recommended) - let anyone use a public widget to display your RISK profile on their website
(No private key, URL would just include friend ID)
This would mean players could list a link / widget on a website or profile, so players can see an up to date summary of their account (Rank, Games Played, Rank Class)
<@&1135733212778348604> a new idea is up!
I support having the option to add a neutral AI/Bot Army that does not attack players in 1v1 games (as described in the original RISK rules.)
YES/
NO.
<@&1135733212778348604> a new idea is up!
Add Doubles and Triples gamemodes where you could play with your friends or with random players as team in ranked, currently I can't play ranked with my friends and this makes playing the game very lonly, of course I could play in the friends gamemode but we are not always enough for a full lobby
<@&1135733212778348604> a new idea is up!
I support having leaderboards based on standard settings in order to meaningfully compare individuals on a level playing field.
YES /
NO.
<@&1135733212778348604> a new idea is up!
New game setting: Offline Mode
Two potential ways to do this:
- Automatic
- Opening while offline connects to Offline Mode
- Opening while online connects to Online Mode
- Manual
- in Settings you have an 'Offline Mode' option
Benefits to it being a setting:
- Functionality like Pass & Play can be 'Offline Mode only'
- New Functionality (e.g. an offline dice roll simulator) can also be Offline Mode only
- Online Mode can have more options available (such as public test run of new game modes)
An alternate route for this would be to display 2 options when selecting 'BATTLE' -> Local or Online
Local can list:
- Training
- Single Player
- Pass & Play
- Space for up to 2 additional options (e.g. edit customisation)
Online can list: - Ranked
- Casual
- Alternately can be public game / private game (giving a better differentiation between allowed with friends vs not)
- Gives space for 3 additional options
<@&1135733212778348604> a new idea is up!
A different version of fog of war where you can see battle log but not where enemies are attacking/other territories.
<@&1135733212778348604> a new idea is up!
Maybe players can get ranked-exclusive items cosmetics (Avatars, frames, dices, troops, and emotes) for ranking up?
<@&1135733212778348604> a new idea is up!
Territory Card improvements
- a) Unique card per territory
- some cards have duplicates of territories
- some territories do not have a card
- b) FAQ for Cards
- whether cards are roughly 1 in 3 or if some are more common than others (this should be standardised across all maps)
- can also include common concerns like how cards are 'shuffled' / returned to deck etc
- c) Cards in Blizzards
- Any territory card in blizzard or in fog of war have the same plain background, as blizzard cards will never give a +2, it'd be good to have a snowy icon on the territory card so you know to disregard it
- d) Match territory icon to territory card
- some territory card icons do not match the territory shape
- e) Display card deck next to maps
- to better understand the cards and odds it'd be good to be able to view these altogether (and outside of gameplay) - this could include a % for each card type - and what % the wildcards would equate to
<@&1135733212778348604> a new idea is up!
Create a toggle option to disable zoom in and move to position on double click. The game sometimes reacts slower than I click and just zooms in, which wastes time that I could use to take actions on the board. The current use for this is mostly to center the camera back to a specific default point, this could also be accomplished with a hotkey that is not bound to every other action in the game.
<@&1135733212778348604> a new idea is up!
Foggy Alliances Introduce a new value to the Alliances modifier: "On with Fog". Alliance modifier selections of "Off" or "On" will have no changes from current functionality. Alliance modifier selection of "On with Fog" will default board visibility to be ruled by the Fog modifier. In games where Fog = "On" and Alliances = "On with Fog", a player will be able to use in-game communication with an opponent after they have accepted an alliance request, but the board visibility of each player will remain unchanged from a non-Alliance game with Fog on: each player will only see the territory they control and any adjacent territories.
- Yes, I want this new Alliance modifier "On with Fog".
- I do not play games with Alliances or Fog.
- No, I want to show my in-game Allies my territory and opponent territory which I am adjacent to.
<@&1135733212778348604> a new idea is up!
the ‘move troops’ and ‘fortify’ UI function should have a 25% 50% and 75% quick buttons above the current number slider. If u have 300 troops to move and u pressed 50% then the current slider goes to 150 (or the closest # to 50% of the troops u can move). Your ‘move’ or ‘fortify’ isn’t locked in until you press the green check mark ✅ so u could dial in the exact troop count you are looking for.
This solution removes any perceived competitive advantage on how quickly some people can ‘move’ or ‘fortify’ troops. The end result is more time of your turn is dedicated to strategy and less time on mechanics like how quick u are with a mouse, mouse wheel or touchscreen.
<@&1135733212778348604> a new idea is up!
When playing an auto-match game, I support having a disclaimer indicating the projected wait time based on your current rank and resent system activity.
YES /
NO.
<@&1135733212778348604> a new idea is up!
What is the longest that you would generally be willing to wait for a ranked auto-matched game with similarly skilled opponents?
Less than five minutes
Between 5 and 10 minutes
More than 10 minutes.
<@&1135733212778348604> a new idea is up!
You have a Cool Viking Troop Ship, but not a single Viking Avatar? My idea is put me in charge of Marketing, but if not I'd like to see who at least would vote yes on some Cool Viking Avatars!
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
Give players the opportunity to decide by majority vote whether they want to continue with the game if someone fails to ready up. If not, all players will be sent back to the waiting room.
<@&1135733212778348604> a new idea is up!
Lobby currently shows Auto of Manual placement, which you find out literally the moment the game starts. It doesn't show dice type, which if you don't take steps to check you don't find out until you're attacking. Replace setup:auto or setup:manual with dice:fixed or dice:blitz
<@&1135733212778348604> a new idea is up!
I support adding the 👍 and 👎 icons to the free emote options available in-game.
<@&1135733212778348604> a new idea is up!
Pre-game practice
If ranked games leaned more towards automatch in future, it'd be great to add a button to play a local practice game while waiting for others to join.
This could also be great for private games while waiting for friends to start up their computer or still searching for more players.
Where it could be accessed
- after queueing for a ranked game
- in casual public lobbies
- in casual private lobbies
How it would look - After joining a queue for a ranked game, you are put into a game based on these settings
- instead of the turn into at the top, a VERY clear "PRACTICE MODE" should be present to easily distinguish between practice games and live games.
- these could be single player or multiplayer (e.g. anyone can join and they're randomly assigned one of the AI players territories) "The 🔵 Blue general has been replaced by a worthy foe" - with indicator of human present instead of ai
- no stats required for this (can have, but not necessary/relevant as a player) - should not count towards games played or impact win streaks etc.
- if a practice game is won you have the option to practice again or return to the lobby
- when your queue is ready or the game is starting you receive a popup and get put straight into the actual game
- message: "Time's up! The battle begins..."
Note: this idea is only relevant if ranked mode only had automatch - please vote on the idea as if it already was
<@&1135733212778348604> a new idea is up!
Please give friends and family the option to play Casual matches with other people instead of just bots. For example, my sister and I got the game and the whole point was to play Risk against people (as well as each other from the get-go, we’re usually aggressive towards each other but friendly with everyone else). We don’t care about our ranking, we simply want to play against other people which we can’t do much with the actual board game that we have, and our only option in the game is to join a private casual session and add bots or someone we know (we don’t know anyone, the solution shouldn’t be make friends, send join requests and hope someone joins, it has to be simpler). We don’t want to play bots and we 100% don’t ally up when playing people, we simply want to beat each other up like normal players do except with other people that don’t care (aka casual not ranked). The game provides no options for playing with people in casual if you’re interested in playing with your family as well. Solution: add another casual mode or simply establish that the current casual mode permits friends together. Maybe prevent these friends from being allies (or not, we don’t care, we’re gonna be smashing each other’s troops anyways from the get-go and I’m pretty certain there are others out there needing something similar). We don’t mind for example joining a match with 3 others who know each other, it’s just casual online. Basically it’s kind of absurd that if you have a friend your only option is to play the same other friends you two know, play bots, or cheat in ranked. You should be able to just create/meet up in casual sessions without it being prohibited the way it currently is. The game is online it should excel at providing families that service easily, no need to search in discord (nobody plays on our timezone) and without ruining the games for others.
<@&1135733212778348604> a new idea is up!
I support the ability to place multiple troops in one turn in manual setup games.
YES /
NO.
<@&1135733212778348604> a new idea is up!
Melting bizzard tiles, where all tiles disappear one by one after turn 5
<@&1135733212778348604> a new idea is up!
Give everyone a fist bump emote of some kind to every player after completing the tutorial. This emote is a necessity in multiplayer games with no alliances, or in fog where people want to pass through without having to make an alliance and then display their armies. It’s stupid that people have to pay for what is now a staple emote in communication. If I am wrong, I am sorry and please correct me
<@&1135733212778348604> a new idea is up!
When players go offline for 10 minutes, they take the lowest placing available REGARDLESS of whether bots are automated or neutral. If bots are set to automated, they will continue attacking like normal, but the player’s position is already determined from the 10 minutes. Perhaps make it 5 minutes for both settings since it is practically impossible to reconnect on mobile/pc once you disconnect.
<@&1135733212778348604> a new idea is up!
Teams Mode
Greetings and Salutations, I would like to propose the creation of a "Teams Mode" meaning:
In a casual online multiplayer lobby, if I have a friend(or friends) in the lobby I should be able to form a "Team" with myself, my online friends, or AI. Then the remaining AI or online players would then form a second "Team". Matches could be 2v4, 3v3, 1v5 should even be an option.( As 1v5 could potentially raise the difficulty if desired by players)
Victory at that point would be achieved in World Domination Mode by an entire "Team" being eliminated. For example if the match was 3v3 and 2 players had been eliminated from the same team leaving one remaining player; the game would not end until said player had lost all their remaining territories. Said player could still achieve victory for their "Team" regardless of their other 2 teammates (AI or online friends) being eliminated by controlling all territories and eliminating the other team.
For example in Capitals Mode, no sole player would need to control all 6 capitals. Rather as long as one "Team" was in control of all 6 Capitals victory would be achieved.
Thank you for reading.
<@&1135733212778348604> a new idea is up!
Optional game settings that apply different themes to replace default map backgrounds
Some examples:
- sand dunes in place of water
- sandstorms can occur randomly across the map, sweeping troops across the board - this will result in some contested territories and hopefully RNG gods are in your favour
- lava flows around the map
10% chance to burn territories beside lava, no troops can survive - any burned territories are unusable for 3 turns - and will be blank after it has cooled. To take the territory you can attack it (this will not roll dice, and you skip to selecting how many troops to move - you must leave at least 1 as normal after taking it) - alien invaders (these overlay the map occasionally, rather than impacting the map itself)
- there is a small (10%) chance for troops to be abducted from a single territory on the board
- for the next 3 turns, there is a 10% chance that your troops will return with 3x their firepower (having successfully overpowered their abductors - they were being cloned and all are willing to rejoin the war) - the missing troops are tripled. (E.g. 3 troops becomes 9 troops)
- if you are eliminated, you can return if you have troops abducted and the 10% chance of returning occurs. This presents a unique possibility for surviving a battle.
Some more unique gameplay modifiers could completely overhaul current strategies, with any map background(theme) modifiers being a possible route for customising existing maps further - with unique twists
<@&1135733212778348604> a new idea is up!
In progressive settings, prevent players from trading wild cards if they have a set without using the wild card. The automatic putting of cards in slots can still work for fixed.
<@&1135733212778348604> a new idea is up!
Itd be cool to have a game playback where all fog(if applicable) is removed and you could see what others did right if you lost, or just to watch what went down earlier in the game that you couldnt see. This could be used to learn new strategies and stuff too
<@&1135733212778348604> a new idea is up!
Client-side colours
Previously new colours were trialed back in 2021 - unfortunately there were some unforeseen issues that resulted in most of these being removed. It could be a good time to consider revisiting these in 2024.
New Colours
New colours can be added either individually or as part of palettes.
Colours should be client-side only - you can still differentiate players as Players 1-6, but what colour you are is only visible to you - your colour will be random to other players too.
Colour Palettes for opponents
To customise your game experience you can set the colour palette for games, some examples:
- traditional (the standard board colours as they are today) (free)
colour-blind friendly options - Protanopia (free)
- Deuteranopia (free)
- Tritanopia (free)
more shiny (part of premium, part of map pack, or separate) - Chroma
- Rainbow
- Greyscale
- Pastel
- Neon
- Harmonic
- Dynamic
- Cold
- Warm
<@&1135733212778348604> a new idea is up!
It would be awesome to see Halo cosmetics just like from the physical Halo Risk board game but in Global Domination. With the amount of collabs 343 Industries has been doing lately they would probably be up for it especially since a collaboration has been done before.
<@&1135733212778348604> a new idea is up!
I support adding a statement along the lines of “Sorry, we have played before” as a lobby comment option.
YES /
NO.
<@&1135733212778348604> a new idea is up!
With players able to freely change their names, avatars and country flags it can be difficult to see if someone in a lobby has been in a previous game.
Lobby Cards for Friends and Recently Played
I propose a feature to make it more clear if a player in someone's lobby has been in a previous game. This could be displayed visually by a card behind a player's frame and avatar. This would appear very similar to how players with cards are displayed in game. It would appear in both joined and hosted games.
Any player recently played or friended would get this card. For those previously played, it could remain during a cooldown period. However, for those on the friends list the card would be permanent.
<@&1135733212778348604> a new idea is up!
If playing individuals multiple times in ranked games is going to remain a violation of fair play rules, then automatically prevent individuals who have played each other three times from seeing each other’s lobbies. The burden should not be on individual players to keep track of how many times they have played an opponent. Especially considering that it is easy to change player name/avatar/flag.
<@&1135733212778348604> a new idea is up!
Failure to ready bot settings. Game hosts can change this setting so if someone fails to ready up there could be an automated bot, neutral bot, or no bot. So a 6 player game where someone fails to ready would be a 5 player game without bots
<@&1135733212778348604> a new idea is up!
- Please correct Automated bots and Neutral bots to both time out for placement in the same manner.
Players who bot out should get the lowest available rank retroactive to their time of disconnect as soon as their time to reconnect expires. A very brief window for reconnection after accidental disconnect is fair. I suggest 5 minutes / 3 turn rounds (which ever is shorter).
- Please correct the length of both Automated and Neutral bot turns.
There is no reason that bot turns should last longer than a few seconds.
- Please correct the time to action for a bot on its first turn after a bot out.
If a player is not present at the beginning of their turn or within 10 seconds then the bot should immediately take over. Players who disconnect have all the time between turns to reconnect. If they are not making moves or at least confirming their presence at the beginning of their turn then the bot should act immediately and they can reconnect before their next turn comes.
<@&1135733212778348604> a new idea is up!
I support a simple, balanced, easy to understand rank system.
YES /
NO.
<@&1135733212778348604> a new idea is up!
I support having standard leaderboards that measure skill between individuals playing similar settings.
YES /
NO.
<@&1135733212778348604> a new idea is up!
Please correct fair play rules by adding “Only players who properly finish the game gain points is ranked play. You may finish the game by winning, being present at the win, finishing the game by being eliminated, or surrendering. Those who disconnect, close the app or simply go inactive letting a bot take over get no rank points at all”. Please update the way rank points are distributed accordingly.
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
Seperate the "different shapes for players" from the color blindness mode, and possibly make it a default (not everyone knows how to turn on different shapes)
<@&1135733212778348604> a new idea is up!
The player profile page currently displays an individual’s longest win streak. Add an additional field that shows a player’s current win streak. This will enable a player to know how close they are to breaking their current record.
<@&1135733212778348604> a new idea is up!
It would be nice to remove the colour change for names from the name itself, and enable it as an option in the game. This toggle could be even locked behind a paywall (like premium). This would allow people to change the colour of their name without ruining their name for other online games.
<@&1135733212778348604> a new idea is up!
:I would love a challenging zombie game, where each player is cooperative with all the others. They can attack each other if necessary, however the goal is to destroy all the zombies. Once the players kill the zombie horde, they all win. Make it competitive within the game but cooperative with each other. Thanks!
<@&1135733212778348604> a new idea is up!
New gamemode: “No Australia, No Win!” In this gamemode, the game ends once a player captures all of Australia for a full turn and receives the bonus.
<@&1135733212778348604> a new idea is up!
Advanced Filter toggle in Game Setup & Game Filters
Changes settings to showing all options rather than boxes you can use arrows for.
This enables having a button for each option, which can be toggled.
- Blank box (Default)
- this is not explicitly required or blocked
- Green box (Required)
- this must be enabled
- Red box (Blocked)
- this must not be enabled
This could also tie in to game modes, so you can select which you would like to see and which you don't want listed.
Can also be tied into maps (so you select map packs or specific maps you want to see or not see)
A final suggestion to this would be having the option to save these Filters, you could have a save slot for SP, Ranked, and Casual - maybe add more filter slots with Premium.
If you switch from Advanced to Basic, anything explicitly denied will be removed, anything explicitly required will be removed, and the default selected item will be what it was originally. (Means basic config is saved and advanced config is saved, separately)
<@&1135733212778348604> a new idea is up!
Add scenarios as a separate game type vs. randomly mixing them in with non-scenario maps.
<@&1135733212778348604> a new idea is up!
Add a new single player exclusive "Nightmare" AI difficulty. Bots on this difficulty are ruthless and cheat. All their territories defend with up to 3 dice, and will always gain at least 4 troops no matter how few territories they have. They will always have a 10 set in fixed, and never have to wait for a set on 5 in progressive.
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
two features I think should be added are
1: for people over a given age of maturity can use an actual text chat instead of just reactions for games that are public it can be hard to get your allies to attack a certain enemy or even just giving them some advice to where to put troops also I play on my phone as well as using discord on my phone whilst playing occasionally my discord quits and I can't hear or say anything the text chat would come in really handy in these situations
<@&1135733212778348604> a new idea is up!
I'd like to see a feature to be able to watch a friends game.
<@&1135733212778348604> a new idea is up!
It would be cool if we could skip the bot(s) in games with other players. I would suggest that every player needs to click the "AI's Turn" button and only if every player wants to skip the bot(s) then they are skipped like in solo mode. This would help for faster matches, especially in 1v1s with 2 or more bots
<@&1135733212778348604> a new idea is up!
What are your thoughts on adding skill based match making?
<@&1135733212778348604> a new idea is up!
Add a more "More Stats" button into your own profile. Clicking that button would lead you to the hasbrorisk player page with your own friend ID already added, just like the "more leaderboards" button does. And of course this button would only be accessible for your own profile, to allow people to keep their friend ID secret, if they choose to do so.
<@&1135733212778348604> a new idea is up!
Add a gamemode with a kill requirement. Every 5 turn you have to kill a certain amount of troops. If you fail to comply, you get one territory taken from you. Something along these lines would prevent stalements. They're times where I don't start a game because I'm wondering if I'll have to play for another hour so I think this could be interesting
<@&1135733212778348604> a new idea is up!
In the original board game you could play with mission cards. I don't know how complex it would be to code all of the different missions into the game, but I'd love to see cards like "eliminate the red army" or "occupy australia and north america" etc. Even if it's just available in casual mode, I think it would make for a fun experience.
<@&1135733212778348604> a new idea is up!
Recreate Lord of the Rings Risk within the Risk app, complete with the fellowship, adventure cards etc as it is with the board game.
<@&1135733212778348604> a new idea is up!
Include an in-game message that appears at the beginning of each season that explains the rank reset and why one’s skill points have dropped.
<@&1135733212778348604> a new idea is up!
Change how the ELO system works for 1v1. The current system rewards playing lower ranked players (a much higher win rate for similar amounts of points). This needs to change or eventually newer players will quit playing 1v1s as they are getting bullied by GMs. This system also rewards the players who play the most rather than the players with the highest win rates. If GMs had to play other GMs or Masters, the leaderboard might actually represent the players with the most skill
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
Make the bots realize there’s capitals and the entire goal of whatever map they are playing
<@&1135733212778348604> a new idea is up!
Add a new modifier to (ranked) lobbies. Call it "Ready up behavior". 1. None: Players that don't ready up get removed from the game and you play with fewer people 2. Forced: If someone doesn't ready up you get forced back into the lobby screen to fill it 3. Neutral: Bots that don't ready up act like the current neutral inactivity behavior bots 4. Active: People that don't ready up get taken over by active bots according to the difficulty setting
<@&1135733212778348604> a new idea is up!
My idea is for a setting called Forced Surrender. It would try and mimic realistic battle scenarios where if one side is assured defeat, they often surrender rather than fight to the death.
Right now, it seems that the meta in risk is to react, rather than be proactive. In certain setting variants, including the current "meta settings," the first person to act is often punished, all other things being equal. This leads to the current stalemate issue, when everyone is looking to react, instead of act themselves. My idea would try to help reward acting first and making moves.
Basically, Forced Surrender would be an option that you can toggle on and off when balanced blitz dice are active that when turned on, would cause half of troops that are defeated in 100% rolls to join your side in surrender rather than die. It would only work in balanced blitz since true random assures any army always has some chance of victory and would only apply if the troop amount used, whether via slider or not, garuantees a 100% victory in that roll. This way, players that go for a kill aren't completely punished, while still making it risky if you don't have the troops to definitively have a victory. I think a setting like this used in conjunction with Fixed or Caps games could be a way to help increase the chance of a snowball off of a good play and mitigate the chance of stalemate.
<@&1135733212778348604> a new idea is up!
Add a turn timer with increments per attack. If you get +1 second per attack, no one will run out of time to execute their plan. This greatly helps slower/mobile players who struggle with 60 second turn timers. This also ensures that faster players don't get too much of a benefit, which is usually the main argument against longer turn timers. Faster - PC - players will get some extra time, but in general everyone will still have only 60 seconds to plan and execute their moves.
<@&1135733212778348604> a new idea is up!
Have badges for Top 500/Top 100/Top 10, this would act like the verified badges but in addition for those that cant become a content creator or win can. They would be in the colors optimally; bronze, silver, and gold badges. Instead of the shape that the current blue and red ticks are, they could be as a different shape like a square or triangle. Incentivizes player to reach the top leaderboard, little awards for their hard work. The badges would not expire every new season and would remain on the profile. And if the person gets top 500/top 100/ top 10, concurrently/ back to back, the badge can start to evolve graphically.
<@&1135733212778348604> a new idea is up!
If Hasbro advertises its Clue game in Monopoly, by having a Clue character as a game token, why aren't the dice and tokens in Monopoly and Risk interchangeable, after I purchase them?⚔️
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<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
please change language settings everytime i log in i have to change my language back to my native one, furthermore it is poorly translated
<@&1135733212778348604> a new idea is up!
a built in gm tournament mode at the end of every season. Sudden death groups of 6 seeded by rankings, winners take all and are regrouped until we have a champion. No shows are eliminated and replaced with bots😊 also a 1v1 tournament same principle
<@&1135733212778348604> a new idea is up!
The ability to increase the amount of blizzards you want to play with. (Some maps just don't get enough blizzards to make significant changes)
<@&1135733212778348604> a new idea is up!
Implement a ranking system that values the meaningfulness of "Grandmaster"
<@&1135733212778348604> a new idea is up!
Make a massive map, like every country and state/province/region, too. It can be a long game for a real-world dominance experience (maybe with bots or smth). (im not sure if this has been done before but im pretty sure i can't find a map like this)
<@&1135733212778348604> a new idea is up!
Add an option to game mode filters to avoid bots at all (only search for matches that dont have bots and wont add 'em. For all the people that dont want to play against bots (because they hurt my brain).
<@&1135733212778348604> a new idea is up!
Add a permanent chat saying "Hurry up!" because it happens in every single game that players wait until the last second to make a turn...
<@&1135733212778348604> a new idea is up!
Problem
There are two main issues with the BB slider, this idea focuses solely on the intended logic, not the implementation/estimates issue. Due to the BB logic it’s possible for a lot of battles to lose more troops than the minimum required for a 100% roll (or, lose more on average for any battle), in practice the maximum losses for the 100% are even lower than the troops needed in combat. This problem exists because the BB logic boosts the win% of the party that is most likely to win and then truncates the most extreme outcomes for the troop losses. (So some battle outcomes first get a boost in probability, which causes them to make it past the truncation.)
Solution
You can simply reverse the order and apply the truncation first and then apply the win% boost afterwards. This solves the problem. Eliminating any benefit for using the slider for small battles (e.g., “needing to” perfect slider when attacking a one, or any other “small” number of troops).
<@&1135733212778348604> a new idea is up!
partner with starwars and make a starwars map. The deathstar or any mayor battle would be sick
<@&1135733212778348604> a new idea is up!
A while ago I requested the pre-game lobby chat. Thanks for receiving that well and implementing it into the game. I actually asked for a simple ''Hi'' in order to keep the players more engaged while waiting. Anything but that has been added to the lobby. So I believe it's time to up the stakes. Vote checkmark to add greeting from each user's country language - This will be very fun and somewhat educational but requires some extra coding/time to develop. Vote Neutral for (a variation of) English greetings. Vote X (no) if you're an einzelganger and don't like people
<@&1135733212778348604> a new idea is up!
Improve the rank system to meet the needs of the broader player base (see additional information in messages).
<@&1135733212778348604> a new idea is up!
We need 6 player zombies. It would speed up the mode more, and would be great because it could be included more team events like 3v3 and would also reduce the likelihood of stalemates in tournament games on large maps!
<@&1135733212778348604> a new idea is up!
If you click spectate on a game after dying, you should still be able to see the ranks of the players, currently when clicking the spectate button you withdraw your right to view the ranks.
<@&1135733212778348604> a new idea is up!
Add a "Special jokers mode" to the game, which you can turn on or off.
How it would work:
The 6th Card every player takes will always be a special kind of joker/wild card. It will work like a regular joker, but once traded in it doesn't go back into the deck.
Background:
Everyone who has played Risk before has probably complained about one or both of these two things: Dice luck and Card luck.
Risk has a lot of different aspects, all bringing their own portion of skill but also their own portion of luck into the game. A good balance of those two is the essence of any competitively viable setting.
I order to give our games that balance, we most often apply Balanced Blitz dice odds to them, since dice are the #1 most influential aspect on every game. But there is another aspect, following that one closely: Cards.
So here I would like to suggest an idea, which would make cards more "balanced" than they have been so far.
What this would solve:
The exact moment when cards will always matter the most in any Progressive Card bonus game, is when everyone has taken their 6th/7th card. That's when not having a set on 3 or 4 will always be a question of luck that can decide the entire outcome of your game by pure chance. That is why giving everyone a joker as their 6th card would eliminate that issue. Deciding wether to trade or not to trade in this joker, making intelligent decisions on how to use your recourses best would get a whole new meaning at this crucial point of the game.
Compromise:
Why the 6th and not the 1st card? If you were to receive this joker as your first card - which I was originally planning to suggest - there would always be a component of luck involved, where you would be forced to trade that joker in when going to 5 cards.
This could very well be yet another setting though, as a better fit for Fixed Card Bonus games, since in those the early cards will always be the most crucial.
<@&1135733212778348604> a new idea is up!
Just as with dice, I think options for balanced or random cards would greatly enhance the experience of the game for players of all skill levels. Balanced cards could guarantee a set on 4 while never giving sets on 3, this is more geared towards progressive and could work differently in fixed, or it could be disabled in fixed, whichever makes sense. And of course there would always be the standard random card setting, so players/organizers always have the option to choose whichever fits better with the rest of the settings.
<@&1135733212778348604> a new idea is up!
Add a “Passport” with all the countries you have played someone from. It would be really cool to see which player’s you have faced agaisnt
<@&1135733212778348604> a new idea is up!
Join button in lobbies
If no lobbies are available the join button is greyed out, this does not clearly indicate why you cannot join a game.
It could be worth adding one of two things:
a) if no games are available, display a pop up that highlights the clear filters button (notifying the player that it's due to their filters)
b) alternatively, if you click the Join button when it is greyed out - display it similarly to a tooltip instead (less obstructive but may be a little easier to miss)
<@&1135733212778348604> a new idea is up!
Could features from risk urban assault be added to this, perhaps commanders could be added as an extra option to Blizzards, fog and portals. I also thought the idea of electing a mayor / president based on whoever held the most capitals was revolutionary, the mayor was elected every 4 turns, they would have two options at the start of their turn, they could reward another player 2 cards to spend on troops or could outlaw another player setting a bounty of 3 stars on them , whoever took most of the outlawed players territory in 2 turns would claim the bounty and yes the mayor could take their own Bounty's, I think all this rewarded more aggressive play so passive players would lose more often resulting in a faster paced game. I loved it and I think others would to, even if for now only commanders could be added it would be an extra nice feature, I'm not all that bothered about dice and emotes
<@&1135733212778348604> a new idea is up!
Fog/superfog: I was wondering if we could have 2 types of fog, just like 2 types of portal: superfog(or some other name): with this type of fog, you even get less information on opponents. I was thinking no more update on how many troops each opponent gets per turn. Other options might be: no information on how many cards each player has or when they trade em, but thats up for added debate. Pro: it makes it harder to track the way the game progresses, so might make planning harder / Con: maybe too unpredictable to fully apply your skills :) Im curious what you lot think. TY for opinions
<@&1135733212778348604> a new idea is up!
Endless co-op gamemode
Battle against the zombie apocalypse in an endless mode, deploy upgrades to territories to increase your defence & capture bonuses to receive unique attack perks.
Every wave increases difficulty by massively increasing the number of zombies that attack - as well as from new territories, sea lanes and surprise portals - fog covers zombie owned territories in a green haze.
This would be a good co-op mode that can be played locally or in public/private games
1-6 players and an endless zombie battle - who can survive the longest?
<@&1135733212778348604> a new idea is up!
war of the roses map ( Lancashire cities Vs Yorkshire Cities )
<@&1135733212778348604> a new idea is up!
underneath the make alliance option there could be a propose ceasefire option. If a player accepts your proposal you are under agreement not to attack each others territory for 2 turns. If either players breaks the ceasefire they pay the other player 2 cards, if they don't have 2 cards future cards taken go to the other player until settled. This can basically be used to say to a player you have been in a long expensive war with to say look let's stop this madness and get the other snowballing player under control.
<@&1135733212778348604> a new idea is up!
if a player bots out in progressive can there cards only be worth what the cards were worth at the time the left the game as the bot always seems to gift wrap the game to a player and it never seems to be me 🤣🤣
<@&1135733212778348604> a new idea is up!
Banning accounts for cooperative gameplay poses inherent issues: Pushes users to leave or create new accounts. Risks losing potential paying customers. Drives users to competing platforms. May result in negative feedback and sentiment. Solution: Introduce cooperative game modes: Encourage teamwork and collaboration among friends. Enforce rules against exploitation in single-player or ranked modes. Introduce team-based game modes and ranked modes for groups. Enhance gaming experience, attract new players, and foster a more inclusive community. Let's shape the future of Risk gameplay together. Thank you for your consideration.
<@&1135733212778348604> a new idea is up!
there is a risk game of thrones board game, could we have a game of thrones map with possibly some game of thrones emotes and communications, e.g white player is the Starks and has Winter is coming as an option to say, yellow is lannister and can say the lannisters send their regards
<@&1135733212778348604> a new idea is up!
Need a button to revoke alliance invitations for fog games with ally enabled. Otherwise players can bank pending invitations for random sight advantage later on. Not gamebreaking, but silly gameplay.
<@&1135733212778348604> a new idea is up!
Have a setting called "Game History" that shows your most recent games played and the results. You should also be able to see how much ranked points you won/lost if it was ranked. Possibly show the rankings of each player as well.
<@&1135733212778348604> a new idea is up!
Add AI Behavior to lobby tooltip. AI difficulty is far less relevant than AI behavior for ranked play. Although it can be hard filtered, it's odd that there isn't some distiction in the master lobby screen about behavior. Please add AI behavior to the master lobby information.
<@&1135733212778348604> a new idea is up!
Add a second battle log screen that only records major events like kills. As events like kills pass off the current battle log’s display they would be archived on the “battle log archive”. Are the battle log archive easy to screen capture or export so this abbreviated play by play of the game can be useful for documenting tournament game or ranked game results.
<@&1135733212778348604> a new idea is up!
Please adjust scaling on end screen (currently showing 5 players if it was a 6 player game for example) such that all the information fits on a single screen. Additionally add the Account holder’s card. So there are six players showed after the end of a 6 player game and include 1st, 2nd, 3rd, 4th, 5th, and 6th as labels under each player’s card showing their placement for the game just finished.
<@&1135733212778348604> a new idea is up!
you should see my idea in that section on implementing some things from urban assault, stalemated way less but for some strange reason us that prefer aggressive play and quicker outcomes are the minority.
<@&1135733212778348604> a new idea is up!
New game mode idea to lessen stalemates: any regular game mode, with a zombie chase. After a set amount of time, if the game is still going on, a dead opponent can be resurrected as AI zombies. Game will progress with a chance of infections too. In the initial game settings there would be an option to enable a zombie switch timer: like after 1,2,5, etc. hours.
<@&1135733212778348604> a new idea is up!
have everyone's default colour attached to a faction/team. You would still play for the individual leaderboards but would also play for team points, the team with most points at end of season win dice to play with the following season but don't keep them if they don't win again ( the dice would sort of be like the ashes in cricket) if there's too many players of one colour automatically change some players default colour.
<@&1135733212778348604> a new idea is up!
Add an option to disable double-click to zoom-in. On hard-to-click territories I sometimes misclick trying to place troops/attack and it zooms in, which is rather annoying.
<@&1135733212778348604> a new idea is up!
Please more maps like europe advanced. i think the game has enough small maps
<@&1135733212778348604> a new idea is up!
A bot thats called something along the lines of "self destructing bot". The idea is that this bot can be selected by players and if a player leaves the game (or disconnects) bot will take the players place and will self destruct. What this means is the players territories all get reduced to 1 troop, their cards get taken and put back into the pool and the player will not be able to join back. In capital conquest their cap could also disappear meaning no one gets a free capital. This will prevent players cheating by using the bot out "strat", BUT will sacrifice the oppurtunity to join back if you do genuinely disconnect. A warning could come up before joining a lobby saying something along the lines of "The lobby you are about to join has "self destructing bots" enabled. If you leave or disconnect you WILL NOT be able to join back." so players know what they are getting themselves into. If a player doesn't ready up at the start of the game and they are replaced by a bot, they could be replaced by an automatic bot instead so there isn't the possibility of an area being emptied by the bot.
<@&1135733212778348604> a new idea is up!
There should be a troop limit setting when you make a game that limits the total amount of troops each player can have on the board at a time. This would allow games more accurate to the physical board game because you don’t have infinite troop minis to place on the board in real life. This also allows the option to make stacking capitals in progressive games less effective because they could only stack their capitals so big while their opponents could catch up quickly with higher troop income. If a player is at the troop limit, any extra troops are discarded, wasting their income, this encourages players to attack with their troops until they lose enough to keep their full income… if they want to be efficient with their troops.
<@&1135733212778348604> a new idea is up!
capture the flag, at the start of the game everyone picks a capital and gets 20 troops on to dis-incentivise turn 1 cap rolls, a neutral bot is in the game but doesn't have a capital, it starts with a single territory with 35 troops and a flag, you can win by capturing all capitals or by getting the flag back to your cap, you can only move the flag one territory at a time and can't fortify troops if you move the flag.
<@&1135733212778348604> a new idea is up!
can we have a 150s timer? 120s timer is fine but give us 5 extra seconds if we take over a territory, thanks :)
<@&1135733212778348604> a new idea is up!
SMG please add “Multiple Win Scenario Fiesta” as a new mode combining mode. Allowing for games with multiple win conditions to be possible.
<@&1135733212778348604> a new idea is up!
I got an actual risk boardgame at home that has missions. Apart from specific missions like "kill red" it also had 6 combinations (NA+afr / NA+aus, EU+SA+3rd / EU+aus+3rd / asia+afr / asia+SA) and some other missions cards. I really like this to be added, as you can sometimes fly somewhat under the radar to achieve your mission, giving more variables in the game to keep track of or consider
<@&1135733212778348604> a new idea is up!
Fix the UI of the Stairs of Knowledge & Power map. You cannot zoom out enough to see the entire map.
<@&1135733212778348604> a new idea is up!
tag team championship/ 2v2 tournament.
European championship, only Europe advanced and countries of Europe maps playing fixed world Dom , Prog world Dom and fixed and prog caps.
<@&1135733212778348604> a new idea is up!
have night and day settings where some of the
map will be night time ( fog ) and some will be day ( clearly visible ) and will alternate on each turn
<@&1135733212778348604> a new idea is up!
Let's make risk more Awesome! What if the player was too weak and about to lose? it's just looking at yourself dying! What if an intense music just plays and the background color changes to a darker color or red? it would make the game more better! (ik I'm bad at explaining but cmon)
<@&1135733212778348604> a new idea is up!
Anonymity. For PWF have a setting/modifier where you can have everyone be anonymous. So once the host clicks start game, names are hidden, colors are randomized, and stats can't be viewed. This would help with tournament play as it would give everyone an equal chance and not have someone be targeted based on how well known they are or some previous relationship.
<@&1135733212778348604> a new idea is up!
players that reach the great feat of Grandmaster should be able to unlock the premium version of the game, or at least something. Like maybe the fist bumps emote or a cool grandmaster set of dice. Idk but it sucks not being able to create meta games as a broke player 😕. Ofc do a check on the players games to ensure they're legit too. It would just be nice to have some kind of incentive/reward for getting GM, rather than crying behind a pay wall of a game you love 😔
<@&1135733212778348604> a new idea is up!
Add a Call to Action to upgrade to premium when player runs out of tokens. Better explain to users in shop that premium eliminates the need for battle tokens. Create micro tranactions for none premium players to buy Battle Tokens.
<@&1135733212778348604> a new idea is up!
Add a config option for Capital Conquest to limit cap troop sizes to ensure that a game does not go on for too long (such as caps with 150+ troops) which makes winning very tedious
<@&1135733212778348604> a new idea is up!
Add an API that allows developers to create private matches with their own programmed gamemodes.
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
giant map with all continents but with huge amounts of territory bonuses, europe advanced but whole world and lets do 10 players or even 12 max cap, non ranked and lets see how it will go, i think it could be 🔥 🔥 🔥
<@&1135733212778348604> a new idea is up!
I think you should be able to turn on or off your surroundings for alliances during a fog game there may be things you don't want them to see. Also if you have more than one then you should be able to do each alliance individually
<@&1135733212778348604> a new idea is up!
Provide a red tooltip on unavailable settings when setting up a game or filtering games
The best example would be Manual Placement/ Semi Auto placement being disallowed in 70% Domination and Speed Blitz, and Progressive cards being disabled in Speed Blitz.
It is not clear to players why it cannot be set, a simple tooltip for this would be:
🔴 You cannot edit this setting for {Game Mode} games.
Having the tooltip with a red background, similar to "no email set" but in the usual "helpful info tooltip" icon, draws attention to it and can quickly educate players as to why something isn't available.
This could optionally be used for other areas too, like changing display names being blocked or because no social account is linked.
<@&1135733212778348604> a new idea is up!
I feel like the bot settings need to be changed to punish players who bot out. If you click start the game and eventually bot out the "live player" should become neutral and eventually flag after 5-10 min, if someone doesn't ready up the selected game bot settings apply as normal.
<@&1135733212778348604> a new idea is up!
A Westeros map from Game of Thrones would be very cool to see in the game
<@&1135733212778348604> a new idea is up!
Make people able to buy new word emotes (whatever they're called) like "This Means War" or "So Lucky" basically the rotating ones you get each week but you can buy them and keep them permanently. Something like being able to buy the emote that's in that weeks rotation but not being able to get it until it comes back. I hope this makes some sort of sense
<@&1135733212778348604> a new idea is up!
A puzzle mode; essentially would be a series of scenarios that are meant to be completed in a certain way as to act as mini tutorials for strategies.
<@&1135733212778348604> a new idea is up!
Stargate x RISK collab
- Bringing a super sized map pack consisting of 10-12 maps
- maps can be regional, structural or symbolic
- lots of cosmetic options available across the stargate universe
<@&1135733212778348604> a new idea is up!
Instead of titles from novice to grandmaster, have awards and trophy's/medals for bragging rights instead, far too many players are willing to feed the game to another for second or third place instead of playing to win just so they can keep rank, introducing gold,silver and bronze achievements might encourage players to go for the win more often resulting in more competitive games as opposed to some of the more boring let's stay out of trouble and double team in the 3 player endgame.
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
A Vampire (Queen Ichor) checking their watch and then yawing, call it Time Vampire
<@&1135733212778348604> a new idea is up!
(( Enhancing Gaming Experience: Introducing Post-Game Replays and Analysis )) In the ever-evolving landscape of gaming, where innovation drives progress and player satisfaction, there's a compelling idea on the horizon that could revolutionize the way we engage with our favorite games. Imagine a world where the thrill of victory or the sting of defeat doesn't just fade away once the game ends, but rather, where it becomes an opportunity for deeper learning and enjoyment. This is where the concept of post-game replays and analysis steps in, offering a new frontier for gaming enthusiasts worldwide. At its core, the proposal is simple yet profound: integrate a feature within games that allows players to review and analyze their performance after the match concludes. This functionality would enable gamers to revisit key moments, scrutinize strategies, and gain valuable insights into their gameplay. Whether it's reliving a clutch play, dissecting tactical errors, or celebrating moments of brilliance, post-game replays offer a treasure trove of learning opportunities. / But the benefits extend beyond individual skill enhancement. Imagine the collective growth of gaming communities as players come together to exchange strategies, share tips, and learn from each other's experiences. With post-game analysis tools, clans, teams, and individuals can collaborate more effectively, refining their techniques and elevating their gameplay to new heights. Furthermore, the implementation of post-game replays and analysis aligns perfectly with the burgeoning esports scene. As competitive gaming continues to gain mainstream recognition, the demand for comprehensive post-match breakdowns grows exponentially. By integrating this feature into esports platforms, organizers can provide fans with deeper insights into matches, fostering a deeper connection between players and spectators. / From a developer's perspective, the addition of post-game replays and analysis represents a win-win scenario. Not only does it enhance the overall gaming experience, fostering player retention and loyalty, but it also provides invaluable data for ongoing game refinement and balance adjustments. By empowering players to engage more deeply with their games, developers can cultivate a thriving ecosystem built on passion, skill, and continuous improvement. / Of course, the implementation of such a feature comes with its challenges. From technical considerations to privacy concerns, there are myriad factors to address. However, with careful planning, robust infrastructure, and community feedback, these hurdles can be overcome, paving the way for a new era of gaming innovation. / In conclusion, the introduction of post-game replays and analysis represents a groundbreaking leap forward in gaming technology. By harnessing the power of reflection and collaboration, this feature has the potential to enrich the gaming experience for players of all levels, from casual enthusiasts to professional competitors. As we look towards the future of gaming, let us embrace this idea and usher in a new era of interactive entertainment, where every match is not just a game but an opportunity for growth and discovery.
<@&1135733212778348604> a new idea is up!
#risk_ideas : Can we please get a ban list, like the friendslist, that is based on player ID, bc a manually kept list with player names is useless if ppl change their screen names.
<@&1135733212778348604> a new idea is up!
Let Risk app pop out as a tab
A lot of mobile apps can be popped into a small tab, where you can hear the volume and see a miniture screen of the app, while using other apps.
Currently if you leave the Risk app for more than around 5 seconds to use other apps, your lobby cancels.
On mobile, when waiting in Risk lobbies that take a long time to fill, it would be very handy to be able to pop Risk into a small tab, use other apps, then get a ping when your lobby fills, so you can start it.
<@&1135733212778348604> a new idea is up!
Please design a bonusless map. So many times a player is noob slammed over a bonus, but if there is no bonus, will there be motivation for noob slamming? Maybe, but certainly decreased!
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
Allow for communication between allies in fog games, but do not reveal territories.
<@&1135733212778348604> a new idea is up!
Add text emotes that encourage a friendlier atmosphere. Two come to mind for me: “Sorry” and “Tough Luck”
<@&1135733212778348604> a new idea is up!
<@&1135733212778348604> a new idea is up!
more avatars
<@&1135733212778348604> a new idea is up!
just some quality of life ideas. 1. can we get a scroll bar for the map selection screen. 2. can we get a "random" option for map selection 3. should also be able to randomize game settings and/or bot difficulties (im a bottom I don't like to choose)
<@&1135733212778348604> a new idea is up!
allow us to scroll out more in game. some maps take up the whole screen so you have to drag around to see parts of the map.
<@&1135733212778348604> a new idea is up!
make a setting where you can't see how many troops your opponents are drafting in their turn during fog
<@&1135733212778348604> a new idea is up!
A way to toggle off zooming in when you double click the map.
<@&1135733212778348604> a new idea is up!
Display how many bots are in a match before joining. I hate joining games and seeing that there's 2-4 bots. Sometimes the host starts before you can leave, I assume to try and trap you, and then you get stuck in the animation for added time. I assume the hosts are trying to cheese out wins vs players who don't know how bot AI is handled.
<@&1135733212778348604> a new idea is up!
Hi guys, I would love to have a tracker ingame to be able to see the course of my points. It would nice to be able to set the timespan like "last 5 matches" to see your course in the last five matches" or to a bigger timespan like 1 month to see the course of your ranked points in the last 30 days.
<@&1135733212778348604> a new idea is up!
i wish this game would have a teamplay option because for me it makes only fun when i play with friends against other players and not with bots
<@&1135733212778348604> a new idea is up!
scroll bar for map selection screen
<@&1135733212778348604> a new idea is up!
A standard file specification for the full game log
Being able to easily share the complete history of a game, i.e. a full log of what has happened would massively simplify the ability to discuss games and especially certain situations in certain turns. It would also make it possible to use these files in a replayer that could even be a Web app. But that will be a separate idea. This could create a boom in public (and private) strategy discussion that would massively accelerate the already ongoing increase in skill across the player base. Streamers could use the replayer to discuss and criticize other people's games as a "I (top GM) discuss your moves" kind of segment.
The whole file and replayer would be relatively light weight in terms of storage and bandwidth because all the information would easily fit into roughly 1000 lines (or thereabouts) of a plain text file.
The log could be restricted to the information the player the log originates from had access to during the game, e.g. only amount of cards for others rather than which exact cards and no info about fog of war activity.
Ideally the file specification would be easily human readable (and at the same time very rigid such that it can be easily parsed by a computer) such that an experienced user could understand the state of play simply from reading this log file rather than having to replay it. But that is just a bonus. If it was an xml or json file then that would be fine. I already have a rough draft of a human friendly format in mind but of course that would have to be crafted very carefully it if aspires to be a global standard in the Risk universe.
For those that have ever played online poker think of hand histories. I am almost certain that all of this must already exist, however only at SMG. If they take inspiration from how online poker sites make this information easily available then they should be able to see that there shouldn't really be any downside to releasing it.
<@&1135733212778348604> a new idea is up!
I simply would love to see a filter in searching for games that allows us to search and filter for small, medium, and large sized maps. That is all, just a little option to consider.
<@&1135733212778348604> a new idea is up!
add the ability to mute players in the pre game lobby
<@&1135733212778348604> a new idea is up!
"random" option for choosing map
<@&1135733212778348604> a new idea is up!
separate ranked from novice-intermediate and expert-grandmaster
<@&1135733212778348604> a new idea is up!
Sort out network issues so disconnections happen less often.
<@&1135733212778348604> a new idea is up!
I know its useless to try, but please SMG, make the slider set by default to the minimum amount of troops to have a 100% of take. YOU DONT NEED TO FIX DICE CODE, and IT IS NOT GOING TO AFFECT NEW PLAYERS AT ALL. It's just a small fix that will improve immensely the quality of life of all of us. Thanks you.
<@&1135733212778348604> a new idea is up!
The ability to customize bots. For example to be able to change it's name, avatar, dice, frame, and troop. Would be better than the boring Premium avatars and the standard frame, dice, and troop.
<@&1135733212778348604> a new idea is up!
So while I was playing yesterday I noticed there was not a way to record gameplay, maybe for premium users or something u can add a way to record and download games from your servers; that way we can rewatch them and post them here. It’s just a quality/slice of life thing I know a lot of other games do it.
<@&1135733212778348604> a new idea is up!
add a 2v2 ranked/ casual gamemode. Who doesnt like playing with a friend against 2 enemies?
<@&1135733212778348604> a new idea is up!
Add some dissuasion for stalling like messages if the user is doing it. It's a real pain in... especially when players who have lost just stall for revenge
<@&1135733212778348604> a new idea is up!
Have the ability to ban players from your lobby. (Ban would expire in maybe 20 minutes or something.)
<@&1135733212778348604> a new idea is up!
Cap selection should go in reverse order of seat position, so the person who acts last gets cap pick first, second to last gets second cap pick, and so on. The last seat is already limited to where they basically can't cap on a 1, so if an earlier player caps next to a 2 or 3 the late seats are at a big disadvantage
<@&1135733212778348604> a new idea is up!
Risk emote design competition
<@&1135733212778348604> a new idea is up!
People don't that "stalling" includes refusing to end a game. This needs to be a separate offence or description should elaborate. It's a childish act that needs to be eliminated
<@&1135733212778348604> a new idea is up!
Southeast Asian Empires.
There is a huge untouched history in the Risk map library. We have seen Asia, Qing, and Western Asian empires, but there's a lot of potential surrounding the Indian Ocean that I feel would be great to create an entire map pack for.
Just to give an idea, this map pack could include (based on non-overlapping historically significant empires):
- Chola Empire (South East India, Maldives, Sri Lanka)
- Gupta Empire (North India, from Pakistan to Bangladesh)
- Toungoo Empire (Myanmar, Thailand)
- Majapahit Empire (Indonesia)
Other possibilities could be:
Maurya, Ayutthaya, Khmer, Melayu, etc
<@&1135733212778348604> a new idea is up!
Blank Cards mode
A while ago, I've suggested a "special jokers" mode in an attempt to figure out the best way to balance one of the biggest luck factors in Risk: Card luck.
Now I'm seeing the need to bring is up again, with a new idea:
Optional mode, that you can turn on/off: Blank Cards mode.
Every card you draw would be a blank card, guaranteeing you would ALWAYS have a set on 3 (a 10 set in Fixed) which would give you the ability to choose when/if you want to trade it in. This would be for the more competitive side of Risk, but in my eyes a great thing to have.
<@&1135733212778348604> a new idea is up!
This suggestion is for a collab between Risk and warhammer. After seeing the recent events in Art-Competition-voting I Belive a warhammer collab like how its being done with dune would be really cool and fit the game amazingly. You could do about 3-4 different sets like the gods of the realm. (Khorne - The Blood God is the Chaos God of war, hate, rage, murder and bloodshed. |Nurgle - The Plague Lord is the Chaos God of disease, death, despair, inevitable decay and rebirth. |Slaanesh - The Dark Prince is the Chaos God of pleasure, pain, excess, self-indulgence and perfection. |Tzeentch - The Changer of Ways is the Chaos God of change, sorcery, ambition, hope and knowledge.) I also belive the art for the dice would be absolutly amazing along with what type of troop looks people can come up with.
<@&1135733212778348604> a new idea is up!
have a missile option, instead of drafting 3 troops on your turn you can spend those 3 troops on a missile that can reach 10 territories away, it automatically kills 7 troops, you aren't allowed to do it unless you hold a bonus.
<@&1135733212778348604> a new idea is up!
A sound for when it's your turn if you're away from your device for a moment or if you're on PC, windowed out for a minute. This would be able to be turned off of course.
<@&1135733212778348604> a new idea is up!
on the victory/defeated screen when you haven't won is there any chance it could tell you what place you did get as I play alot of fixed caps and
sometimes I don't have think quick enough to check the troop count so I don't know if I got second over a player who botted out
<@&1135733212778348604> a new idea is up!
Would it be possible to have a text or messaging feature with players that you are friends with?
Probably best to leave it to just people you are friends with.
Not sure if anything like this has been suggested. Could help network and grow the server/tournament participation.
<@&1135733212778348604> a new idea is up!
I think it would be really nice if different dice appeared when you wanna through it. For example the attacker's dice is my chosen dice when attacking, and the defender uses his/her equipped dice when defending. You can have an option in settings that turn this option off for people who don't like it. Different dice would offer a closer experience to the board game due to the different colors for dice.
<@&1135733212778348604> a new idea is up!
You should be able to see a causality list (during the game) for all players in all non fog games. Currently, you can see how many troops you have killed or lost at any time during a game. I suggest that when you click on an opponent (only for non fog games) you would see how many troops that player has killed and lost.
<@&1135733212778348604> a new idea is up!
Make alliances better by making it so that whenever an ally wants to attack you they have to send a request because otherwise alliances are useless.
<@&1135733212778348604> a new idea is up!
When you click a link in RISK it shows a "3rd party popup" warning ⚠️ - however it does not show the URL you are visiting before you get taken to it.
Would be nice to see the full URL included at the bottom of the popup warning so you can see where you're going!
This is a good, albeit minor quality of life change to ensure people can see where they're being taken to / what website they're going to before receiving cookie popups or standard website information (like IP address) being logged as a visitor to a webpage.
<@&1135733212778348604> a new idea is up!
can we please add a way to ban players so we don't interact with them? There are inherently limited player pools so I can understand why this might not be a workable suggestion but it is frustrating when people cheat and there is no way to ensure you don't run into them again. They can change their name very easily and keep doing this bad behavior because the report system is only as good as the player buy in and dev enforcement. Collab sucks and being able to avoid players who do it would be helpful to the ability to play the game without disheartening interactions
<@&1135733212778348604> a new idea is up!
Alliances in fog without vision
<@&1135733212778348604> a new idea is up!
Please add an in game report option for bugged games similar to the in game report for cheating. (Maybe as simple as incorporating a few more options in the current cheating report and retitle it “cheating / bug report”).
<@&1135733212778348604> a new idea is up!
Add an option to quickly fortify troops. This could either be a fortify slider, input a number, presets (25/50/75%) or whatever else makes us able to fortify large amounts of troops quickly.
<@&1135733212778348604> a new idea is up!
Update for the Alliances system: When an ally wants to attack you, they have to break the alliance first and wait for the next turn. Reason: So far the most common reason people use alliances is to betray them right after making the alliance. The benefit of making an alliance should be balanced with some sort of responsibility or penalty to even it out. Expanding the Alliance system on it's own would be amazing. It opens up a whole other level of strategy (diplomacy).
<@&1135733212778348604> a new idea is up!
Two changes to Gems explicitly for play pass users
- If play pass is active, every 5 seconds have the actual gem balance show for ½ a second instead of the infinity symbol
- new players often don't realise they can claim daily gems "ad free" / may think that infinite + 2 gems is still infinite
- if play pass is active
- add a tooltip beside gems in shop specifically, when clicking tooltip "you have Google Play Pass! this grants temporary access to unlimited gems. You will lose any items purchased when play pass expires. Your hidden gem balance is: 6 gems"
An alternative would be to show a popup window the first time play pass is activated / renewed to provide this information - as it's a common area of confusion, both of these changes would positively impact players by providing relevant information about their purchase - rather than just being confused.
<@&1135733212778348604> a new idea is up!
Set secondary and maybe even a third color: When I join a game and someone else already has my primary color, I get a random color. With luck I get my second favourite color, but often I get a color I don't like. Then I have to rerol a couple of times to get it and often the game starts without me being able to have chosen my secondary color. I would be nice to add an option for a secondary color, which gets selected when my color is already in use. While ahead, why not even add a third option, which gets selected when my 3 favourite colors are already selected XD. It will save the player some trouble. Getting a random color is also very confusing, because it's not always clear that I don't have my primary color and I'm like "Huh, wasn't I black?".
<@&1135733212778348604> a new idea is up!
Fix the dice
This problem has been bad enough for long enough that I don't even need to explain it or its many potential solutions, pick one and implement it, thanks.
<@&1135733212778348604> a new idea is up!
6 Player Zombies
<@&1135733212778348604> a new idea is up!
Track bot out percentage in player stats. Allow this to be filtered in game creation (ie:
<@&1135733212778348604> a new idea is up!
Showing the needed territory count for the 70% win displaying how much territories needed for the win - on screen every now and then - that would help with not having to spend time asking in the lobby for the territory number, not having to use 3rd party bots, and being reminded during game of the count - as some people forget during games that it's a 70%
<@&1135733212778348604> a new idea is up!
expanded europe map
<@&1135733212778348604> a new idea is up!
have a different system for finding matches for expert and up ffa ranked players. It is in no way a show of real skill to beat 5 novices and beginners in FFA, but that's the only way to rank up to top 100. To become a grandmaster, you should actually have to beat grandmaster players. Otherwise you're not really grandmaster, you're just someone good at beating newbies. It'd be like if in the chess community someone beat 1,000 newbies and claimed they were within the same range of magnus carlsen (one of the best chess players). Like no, to be top tier you've gotta beat top tier players. In League of Legends, the top ranked players play against each other too. And it takes 10 players to fill up their lobbies, risk only takes 6. You do have to wait in a queue for a good while at top ranks but at least you get skill based matchmaking. and with how long risk games are, a longer queue isn't much of an issue, if it takes 15 minutes to find a 2-3 hour match that's pretty good. I say add a mass enforced queue system for expert and up, no more letting people create custom ranked lobbies. Instead, for FFA, they all queue up for the same generic Earth settings. You can add special game modes too, so people can choose between queuing up for generic earth settings, then say Japan capitals with fog of war, and then say africa with blizards. Then people will be able to match with people of their skill level. Grandmasters it could take up to 30 minutes to find a game, masters 20 minutes, expert 5 minutes are my rough calculations. If you want to have begginers and novices use it too, they should have instant match-making. Instant matchmaking for new players would make it easier for them to get into the game. Also get corporate to spend some money on marketing the game, I don't understand why Risk doesn't have more players. It's a well-fleshed out game with tons of replayablity, next to no bugs, and its simple to learn, it's a game both casual and competive players alike can enjoy. Maybe it's not fast paced enough to be popular, it's not fortnite, but my god it should be the most played board game by far. Yes custom lobbies are nice, but I believe for the game to actually be competive and respected being a top ranked player should mean you are good at the game. Then people will want to be top ranked more because they know it's difficult to obtain. Also top 100 players streaming or posting videos would get significantly more views if the audience knew how talented one must be to reach that top spot. I know Risk is a game which has some RNG elements like where you start and sometimes battle rng is a issue. But I'm able to win my games consistently so I know there is a significant skill element to it. Casuaul play can have the queue system too or keep custom lobbies. I believe custom lobbies serve a role, but they shoudn't be the primary frame for getting into a game, espescially in ranked. - Organ Robber's rant of something SMG has probably already thought of doing! There's a lot of untapped potential in Risk, I believe it's a great game that deserves more attention as do many other people in this community.
<@&1135733212778348604> a new idea is up!
You know the friends list should after it says who's online I think it should go and order instead of alphabetical it should go in the person that's been gone the longest from playing the game so that you can remove them and add more friends cuz I have some that have been gone for 500 Days 600 days it's hard to find them
<@&1135733212778348604> a new idea is up!
Instead of having WIN vs LOST in the stats on your profile, to have an average finishing place. List ow many 1st, how many 2nd, how many 3rd and so on. Because 6th means you lost the game but 2nd also means you lost the game. Though the skill difference is significant.
<@&1135733212778348604> a new idea is up!
Make Camera animations not set to automaticlly on 😅 There is no plus side to it, it's only purpose is to make you slower really. (mostly) Everyone agrees that they are nausiating. Tldr, Camera Animations server no real purpose and should be auto set to off or removed completly
<@&1135733212778348604> a new idea is up!
There should be a match log for you to see your past matches., something that shows you the map of the matches and your placement, maybe some other things .. Unless there already is, and im not sure where i'd leave a game suggestion so ill just leave it here haahah
<@&1135733212778348604> a new idea is up!
I would like to add 2 ideas, if you don't like one you can add the other, you see, I'm like rubingun, here I go 1: the first idea is for poor people like me, or some from Latin America who don't even have enough to buy a shoe, I include myself, okay, idea 1 would be an event, I don't know, with 3 winners, like a tournament, but with prizes that give you, I don't know, top 1, 5,000 gems, or the premium, and so on until you get to the top 3, which would give a very bad reward, but it is a reward for poor people like me, so we motivate them to enter the competitive game and stand out more 2: reduce the time to get a token, let's say, if you don't like the first one, this is the minimum, since to play I have to wait 60 minutes for each minute, 2 games a day, I don't know, lower the minimum timer to 40 minutes, I don't know, I say I want to play 600 games a day, but I can't, haha
<@&1135733212778348604> a new idea is up!
There should be a way to remove the luck of cards completely, either by guaranteeing that cards always match to a +10 and you can trade whenever or by having it be possible to simply remove cards. I think it'd be nice for competitivity and less luck based games, obviously it kinda goes against what risk is but it would make some funny games I feel like. In any case, having it as a setting always allows players to just not use it if they don't want to, I think the more settings / options there are, the better
<@&1135733212778348604> a new idea is up!
It should be possible to turn a casual -> private game into a public game. Sometimes you are going to play with some friends but you would still like to have more random players join your match as if you were creating a casual->public game, so i think it would be nice to make that possible
<@&1135733212778348604> a new idea is up!
troop movement
<@&1135733212778348604> a new idea is up!
Add clan formation to the game, the ability to chat with the clan and also chat with the friends list. Obviously when you enter the game these functions are disabled, you need to give more incentives to the players for example a free battle pass with cosmetic rewards such as dice, puppet, icon and frames. There are many things that can be improved but I never see changes, you could make the game more strategic by adding new modes or add special troops that are recruited based on the territories conquered or something like that, participation in tournaments is very cumbersome... You need to go to the discord, open external sites etc. These things should be available within the game so it seems more professional.
<@&1135733212778348604> a new idea is up!
I think it'd be nice to see also as a stat next to the players' avatars the total number of units they will get next round, as continent + territory holding bonus because you are always able to know anyway if you want to spend time thinking about it, i think it'd just be a nice stat to have
<@&1135733212778348604> a new idea is up!
Display a pop-up to first time users of Google play pass, explaining why they have infinite gems and that it's temporary access to purchases.
Even better, show this pop-up each time play pass is renewed or lost (as only 1 click to skip anyway) and it ensures players are more aware of this. If accessing via a different platform (Steam or iOS) can add a note that if they still have play pass they can login on android to refresh it too
<@&1135733212778348604> a new idea is up!
I think it'd be nice to have someone's season statistics on their profile with the total stats of the account (unless it is visible somewhere and i am blind)
<@&1135733212778348604> a new idea is up!
Add a new stat called "players killed." Amounts defeated is already obvious using someone's number of losses from the other stats. I believe if you put two players together with the same number of wins in ranked, the more skilled player is the one with more players killed. So it'd be interesting to see.
<@&1135733212778348604> a new idea is up!
eastern europe map would be very cool and maybe russia with its different republics
<@&1135733212778348604> a new idea is up!
A top 500 sort of an exclusive club for ffa and 1v1 where they only play against each other for the entire season or a portion of the season. It'd be fantastic. I KNOW having a exclusive top 500 league would have a massive benificial effect for the competive community. Once rank actually means something, we could do epic tournaments where SMG invites out top ranking players to compete, which would be a boon for the casual playerbase.
<@&1135733212778348604> a new idea is up!
It should be possible to ban someone from your current lobby instead of just kicking the person out. Sometimes in 1v1s i have had many situations where i have a guy who wants to keep playing against me and keeps on joining despite me kicking him out + in game friends chat
<@&1135733212778348604> a new idea is up!
Nuclear Risk: I have 2 versions for nuclear risk, let me know which you think is best and would like to see: 1. Every 10 turns a player gets a nuclear bomb, which they can drop on any province, reducing the targeted province's troops by half. Could let people store up muiltple nukes or not. 2. Every troop someone earns counts towards their nuclear weapon production. Over a period of muiltple turns or perhaps one if we are in a prog game with high card income, one fills up their nuclear meter. 100 troops produced = 1 nuke. Nuke would function the same, reducing any target province's troops by half. Could let people store their nukes or not.
<@&1135733212778348604> a new idea is up!
It should be possible to look for a player in the external leaderboards, like for example i wanna check what rank my friend is in the FFA leaderboard and if i really want to do it i have to ctrl + f through infinite pages of leaderboards, there should be a way for me to just type my friend's name in there and making it easier to find - also i feel like it would be nice to have regional leaderboards (ignoring the flags because those can be selected in game anyway, just a country rank)
<@&1135733212778348604> a new idea is up!
I suggested in the past that it'd be nice to have a match history with some infos. That was pretty well received and I believe it would also be nice if to that a "replay mode" was added, would be really cool if i could just go back to matches i've played and see them without fog for example and have a sort of a slider of all the time the match took to allow for easily moving through the match and also a way for players to skip rounds and not just based on time, so for example a skip button with a number near it, both to go forward and backwards in time and near it there would be a button where players can click up and down and that would be the number of rounds skipped, would make it easy then for players to select how many rounds they wish to skip. Like this players can review their games and think about what they could have done better if they wish to do so. The replays could be deleted automatically after like a week or an even smaller time period if you feel like that'd be better.
<@&1135733212778348604> a new idea is up!
There could be a setting that makes it so you only win an attack if you have 100% blitz (for blitz mode ofc) of course something you can turn on or off just an option for more competitive and certain games
<@&1135733212778348604> a new idea is up!
make a battle log machine (website). Where you can copy and paste a battle log to see your match or share matches with friends. Just like chess, you insert a link for a played game to view the match.
<@&1135733212778348604> a new idea is up!
People have complained about this before, I know. But either way, make it so that you can only play against your similar rank. On chess,com, if you are like a 1000 rated Rapid player, then you can only play 1000 rated Rapid players. It's not fair how you can be a Grandmaster playing 5 Novices.
<@&1135733212778348604> a new idea is up!
the ability to cancel a pending ally request sometimes people dont have the best intentions with sending ally requests tbh
<@&1135733212778348604> a new idea is up!
On the mobile app, allow users without premium to watch an unskippable ad for 5-10 tokens in order to play a game without waiting. This would allow people who enjoy the game but on the fence about buying to keep trying, and allow people with premium to not be limited when playing with friends that don't have it,
<@&1135733212778348604> a new idea is up!
Allow verified players, or grandmasters, or Premium players in general to change their risk name more than one, with the ability to keep one as favourite and be able to go back to it (i got you Lars Truth)
<@&1135733212778348604> a new idea is up!
Make a setting where you can lock the map in place so it doesn't move. (Ofc this settings could be turned off)
<@&1135733212778348604> a new idea is up!
Reaching level 69 Battle Points unlocks the dab emote.
<@&1135733212778348604> a new idea is up!
When starting a game, if someone doesn't click Ready, instead of starting the game with AI bring everyone back to the lobby except kicking the people that didn't ready up.
<@&1135733212778348604> a new idea is up!
have a max attack territories setting for example only allow 3 territories to be attacked in a turn
<@&1135733212778348604> a new idea is up!
there should be a way to see what maps people are playing, I for example as a mainly 1v1 player would like to know what the top players are playing when it comes to maps and settings, it'd be cool
<@&1135733212778348604> a new idea is up!
Have a ranked game cooldown for every clown that disconnects in under 90 minutes since the RANKED game started because I'm sick of losing because 3 out of 6 players bot out in first round and one guy takes 3 caps in one turn. Every COMPETITIVE game has such punishments for leavers because it ruins the COMPETITIVE aspect of the game. And RISK is a COMPETITIVE game otherwise it wouldn't have RANKED matches. The idea is simple: for early leavers(leaving in under 90 minutes since the RANKED game started) issue a cooldown of whatever time frame for RANKED matches, and the more RANKED games one leaves early, the more the cooldown extends and it resets to minimum again after whatever number of days
<@&1135733212778348604> a new idea is up!
it would be nice to have on a player's profile the best rank ever at the end of a season in the leaderboards, it would be very cool for a player who got a top 10 to have it be immortalized in their profile for example
<@&1135733212778348604> a new idea is up!
Reconnecting to a match needs to be made better. There are times that you leave a match for whatever reason, internet problems, computer or mobile just dies, whatever it may be, and the popup to return to match doesn't even appear. I've also had some bug where the reconnecting to match thing that appears in the upper part of the screen when your internet dies just stays there even though internet came back and i could still play (easy solution to this would be to make this warning be less invasive and instead appear in some corner or something lol), and also there has to be a connection between mobile and PC, I've had some times where I was playing on my pc and for example i have to go eat or have to go do whatever and it would be much more practical to keep playing from mobile but there is simply no way to reconnect on mobile. It makes no sense at all that this is a thing and it would be an insanely big quality of life upgrade if it was fixed.
<@&1135733212778348604> a new idea is up!
It would be nice for there to be a "playground" mode where you can join with friends and put the amount of units that you want wherever you want, one of these days for example two people wanted to play a 1v1 with caps to simulate late game fights in a ffa match but that required them to be setting up a match with bots for them to practice. Having some sort of playground like this would allow people to practice and try things out better than it currently is possible
<@&1135733212778348604> a new idea is up!
Background: The way Zombie Apocalypse currently works, is that apparently the undead behave randomly, but in fact they don't.
The undead have their preferred pathing which they will always follow. But what that pathing looks like for each map is hidden away and that knowledge can only be acquired through the process of testing and putting it onto paper. The same counts for the way the undead add troops.
This makes the mode a game of acquiring secret knowledge, which is no skill that should matter in risk. Risk should be playable for all on the same level.
Idea to solve this issue:
Add an overlay, similarly to the overlay that shows what holding each continent/bonus is worth. The overlay would show the Undead's preferred pathing (primary, secondary etc in different colors), as well as give information about the way the undead will add troops.
For non fog games you could even add a display of the exact percentage of how much troops the Undead currently control.
<@&1135733212778348604> a new idea is up!
The "inactivity" warning is very annoying. You want to instantly get back to the game when you've been inactive for 50s but you have to click the check button to be able to get back, which especially in games of 60s turn timers is very annoying. If instead of this the game made a sound in the beginning of a player's turn that would already remind people who tab out that it is their turn, its not like the warning does anything at all apart from being annoying,.
<@&1135733212778348604> a new idea is up!
Change the GUI just a little bit to where you can see a player's name on the turn phase display again.
<@&1135733212778348604> a new idea is up!
Split the mode 'Zombie Apokalypse' into two modes:
- With predetermined Zombie pathing, ergo the way Zombies currently behave.
- With random pathing. Zombies wouldn't have any preference on where to attack and their pathing would be completely random.
I've seen people argue for the advantage with both and I can see the appeal to both. So why not take the best of both worlds?
<@&1135733212778348604> a new idea is up!
When reporting someone on PC you might click on a letter that also has a hotkey to do something else, like show stats or continents. I sometimes am reporting someone and i am just randomly told that stats are hidden during fog of war or something for example, when you are in the place to type a report message it shouldn't have any effect on the game basically
<@&1135733212778348604> a new idea is up!
Please make a WW2 Allies map pack that includes the capitals of WW2 Ally countries - Canada (Ottawa [or Ottawa Advanced]), Great Britain (London [or London Advanced]), France (Paris [or Paris Advanced]), Russia (Moscow [or Moscow Advanced]) and United States (Washington D.C.). Release this map pack on the anniversary of the end of WW2. Also, if you could make the maps where they could be great zombies maps as well, that would be great! (Considering top tier zombies maps don't exist that much)
<@&1135733212778348604> a new idea is up!
I added this in a different suggestion but I'll create it separately this time - a sound should be played (that you can turn off/on and maybe even choose from a few different ones yourself) whenever it is your turn to play, at least on PC. If you are just tabbed out from the game you may not realise it is your turn until the heartbeat starts going off at the end of the time you've got to play,
<@&1135733212778348604> a new idea is up!
a monthly subscription for free infinite gems. Same as the play pass.
That way players can try maps, avatars, frames,etc... before buying them.
<@&1135733212778348604> a new idea is up!
essentially find a way to incentivize higher elo gained from longer games or short games depending on the preference but playing a ranked game for 2 hours to climb a 1000 in the rankings sometimes is not worth it. I have fun playing this game but I don’t think it’s worth it spending hours in the same game to gain barely any elo.
<@&1135733212778348604> a new idea is up!
Hi all, I feel we need a game review option with explainer. I saw a player with the South America bonus get 9 in one turn (no cards). Can someone help explain how that is possible? Fog of war was on but they did not have more than 10 territories.
<@&1135733212778348604> a new idea is up!
Display the amount and what territory someone places troops in the Battle Log. In fog, it would only show where you can see someoen placing troops.
<@&1135733212778348604> a new idea is up!
add 30-45s round timer because why not
<@&1135733212778348604> a new idea is up!
Background:
Currently you can only tell a player that you're allied with what player you would like to attack. This is not nearly specific enough and limits your ability to communicate through the alliance chat well enough.
Idea:
Add an option to the alliance chat that allows you to tell an ally to attack any specific territory on the board, including your own.
What this would solve:
Improves communication through alliance chat for more complex and competitive settings. I'm seeing no downside to this addition.
<@&1135733212778348604> a new idea is up!
Background:
The way alliance requests currently work is that you can send alliance requests, but you can't cancel them. Another player can hold on to the request and accept it much later in the game to gain an unfair advantage in FOW games.
Alliance requests aren't retractable and there's a cooldown to resend an alliance request in order to prevent someone from spamming them.
Idea:
Once someone sends you an alliance request you have 1 Full Turn to accept, before it's automatically "rejected". (1 Turn = it's every player's turn once)
You can't send an alliance request to a player that has rejected or broken your alliance again, unless you were the last one to reject or break an alliance with that very same player.
Remove the cooldown to send alliance requests, since it's now redundant.
What this would solve:
You cannot hold on to Alliance requests in order to gain an unfair advantage.
You can't spam alliance requests, but both players interacting with each other can do so more freely.
<@&1135733212778348604> a new idea is up!
Increment to timers and additional times. You have a time setting as it is currently is and an increment setting you can change from 0-15 seconds a move. An action is either to (attack a territory, or change phase.) Every time you make an action you gain the increment. This allows for fast decisions having to be made while not punishing lack of speed as much. This will also be optional to add to games incase you prefer the old style
<@&1135733212778348604> a new idea is up!
RISK Missions variant
outline
- every X rounds, players receive a mission
- easy missions may require completion in 1 round, difficult missions could be up to 5 rounds
- if you fail to complete your mission before the deadline you are eliminated
example missions
- lose no territories in a turn (3 turns to complete)
- lose 5 territories (2 turns to complete)
- receive a continent bonus (1 turn)
- eliminate a player (5 turns)
- obtain a wildcard (5 turns)
- win a manual roll with 1 dice (2 turns)
- win a blitz attack with 2 dice (1 turn)
- break an ally's continent (3 turns)
- break 2 held continents (3 turns)
This is a bit of a reversed version of RISK Missions, optionally let players respawn if they lose all their territories - but failing a mission is permanent elimination.
It'd be great for a massive multiplayer mode (100 players+) but could be fun to trial run with 6-10 player games too
<@&1135733212778348604> a new idea is up!
Background:
The current turn timers limit the time you have to think AND the time you have to execute. It's important to differentiate between those two.
Limiting thinking time raises the competitive standard, while limiting execution time punishes those who don't have the capabilities of going faster, which something that Risk as a strategy game should not be about.
More often than not will players spend most of their turns executing quickly anyways.
We can conclude from this, that thinking time should be possible to be limited, while your time to execute should never be limited.
Too many games have been negatively influenced by this.
Idea:
Freeze the timer whenever you're taking an action, such as placing troops attacking, and fortifying troops.
While placing troops, moving troops between attacks or fortifying troops (selecting how much you want to transfer), the rest of the board must turn into fog, so that you can't use this extra time to analyze the board, since this isn't the intend.
What this would solve:
We'd have successfully separated thinking time from ones ability to execute.
A fair ground for everyone to play on.
Even further - this opens up possibilities of adding lower turn timers than what we currently have.
<@&1135733212778348604> a new idea is up!
Allow up to 8 people to join a risk game instead of just 6. The 6 Players was designed with the classic map in mind so with bigger maps that currently and can be built in the future, we can add more players than just 6
<@&1135733212778348604> a new idea is up!
I think it would be cool to have a "Random Map" option -- no player would know the map being played until the game begins.
<@&1135733212778348604> a new idea is up!
Neutral / Automated Hybrid: Make a setting such that when players leave the game, they flag out or have the 10min timer before they go MIA. On the other hand, bots that started as bots (either added by host or when players fail to ready up), make them be automated. No one likes pseudo-blizzards.
<@&1135733212778348604> a new idea is up!
New Verified Badge Types and ability to switch between them
Would be really cool to have badges specific to events, for example:
- FFA 2024 Season 1
- participate in FFA to receive this badge
- clicking on it will show placement in the event (e.g. #25)
- badge selector
- pick between all of your obtained badges to display one as primary
- badge summary
- display obtained badges in user profile - may need a "view all" button - which upon clicking, shows all badges - click on any badge for more info.
- would be using emojis to represent different types of badges
These would be quite different from current verified badges in that they'd be easily obtainable, so may better suit as medals instead - this would also mean being able to add medals for lots of in-app things such as:
- complete tutorial
- win 1000 games
- play 50 games
- roll 3 wins as an attacker
So there would be some crossover with achievements as well
<@&1135733212778348604> a new idea is up!
Remove "Arctic Circle" contient in Arctic Stronghold
<@&1135733212778348604> a new idea is up!
Semi-auto troop placement **The way it works now: ** when no fog, you have to place by 1 troop at a time **How it should be: ** Placing all your troops in a single turn like you would in fog semi-auto games
<@&1135733212778348604> a new idea is up!
Make some kind of auto attack feature. There should be a button you can press that makes all of your attacks happen automatically once you have clicked on a territory and then an enemy territory. Skip the enter enter. Advanced version of this could be literally drawing a line with your mouse. Like when you use your phone's draw a line to make a word feature. Have it confirm the line. There is really no point to this meaningless mechanical advantage existing. It especially degrades the mobile experience.
<@&1135733212778348604> a new idea is up!
Changes to the troop slider system. Have a scrollable wheel to determine how much you change your troops in [1s (current default), 10s, 100s, 1000s]
An example of this is If you set the wheel to 10s, your troops increase on the territory in 10s going 11, 21, 31 etc as you scroll. This will help in progressive capital situations and splitting up capitals.
<@&1135733212778348604> a new idea is up!
public team mode
<@&1135733212778348604> a new idea is up!
It would be great if a person who has been muted has some sort of icon over their avatar so they know they have been muted by someone. Everyone has been in a game where someone has been annoying other players by repeatedly emoting. Letting them know they have been muted is a way of saying "shut up".
<@&1135733212778348604> a new idea is up!
This has probably already been suggested at some point, but the fact there is no type to fortify a certain amount between territories option is mind boggling to me. Would be insanely easy to implement and just massively improve quality of life.
<@&1135733212778348604> a new idea is up!
Add chat, chatting with friendlist in game really helps, after match becoming friend discussing game etc, Also add chat option ingame "Optional" example like select ,fog war, bizzare like that make it Optional
<@&1135733212778348604> a new idea is up!
Break time! Since games can sometimes last for hours, how about a 5 minute break once an hour so players can grab a drink or answer calls of nature. Sure, we can step away now, but if the bots are automated, we may come back to find it abandoned our capital and spread our troops all over the place. No good in a competitive game!
<@&1135733212778348604> a new idea is up!
#risk_ideas
As we all know very well, Risk with good opponents is very likely to end up in a stalemate, especially since capitals is currently one of the most used game modes.
How about introducing a third card option instead of just fixed and progressive where the card value increases exponentially?
You could just call it Exponential.
This would make kills profitable or at least possible at all times, not just for a short period of time, as is now the case with Progressive.
Of course, you would need to do a bit of testing to find the exact exponent that works for the card sequence on most maps.
But I think this would at least be a huge improvement and might even resolve the game's stalemating problem entirely.
<@&1135733212778348604> a new idea is up!
Make it so when someone joins Risk for the first time and when someone makes a new account the Fair Play Rules pop up on the screen. Some players don't know that it's banned to play with people you know and just do it, which will sooner or later result in a ban for them.
<@&1135733212778348604> a new idea is up!
At the end of every game have a button that says "Game Review". Same thing has chess.com has just in-game. It would show you your good moves and your mistakes and how to improve. Could even be more like chess.com and make it so non-premium users only have one game review per 24 hours.
<@&1135733212778348604> a new idea is up!
There should be the ability to save specific settings and map combinations
<@&1135733212778348604> a new idea is up!
I'm having a hard time with hosting lobbies lately. There's a couple players who keep joining my lobby, I kick them, they come back, emoji spam stupid stuff, I kick them again, rinse and repeat. This can take 10min or longer. My lobby is full but I can't fire the lobby because they instantly rejoin and block the 6th spot. I don't want to play with a bot or 5 players and they're really fast at rejoining. I need to hope for someone else to get the spot before they can rejoin. The other players will get bored waiting for so long and just leave, now my lobby is empty again.
Couldn't we just make it so that if you get kicked let's say 3x from a lobby, you can't join it again? That shouldn't be hard to implement.
The only way to stop those players from joining my lobby is to play them once, add them as a friend and hope they accept. But I don't want to plat them at all, they're toxic and I know they will just try and ruin my game the way they already behave in the lobby.
Also, it would be nice if there was another way of preventing to be matched again against certain players other than having to add them as a friend and hope they accept. There's many reasons why I wouldn't like to play the same people again, mainly because if they do remember me, they might be biased towards me and play differently as if they played against complete strangers only.
It would be great if we could click on players names in the lobby and block them as well as after the game add the option to block a player instead of only being able to add them as a friend.
I know there's not an infinite number of players and I can't play random new players every game especially if I always play the same map and settings, it will attract the same players over and over again. So maybe make it so that we can block them for 48h or 1 week and the game could also prevent a lobby of people who have played more than 2, 3 whatever times in the past 24/48h or whatever from firing.
<@&1135733212778348604> a new idea is up!
Please add a 6th playable player to the zombies game mode. This mode isn’t as popular, and I think it has partially to do with set growth being lower.
Also, thank you for adding a couple of decent zombies maps in the recent map pack!
<@&1135733212778348604> a new idea is up!
Introduction of randomly generated maps, you have an objective to reach - but you have multiple ai players that are only interested in killing you. To prevent simply stacking one territory to win, ai players will aggressively attack human players that they border with - until all troops are dead.
This can have fog and non fog versions (fog adding greater difficulty)
The objective is to escape the level, so this could be a ladder, a hot air balloon, a trapdoor, a door, a portal, or anything else really.
To accommodate the extreme difficulty of multiple ai players only targeting you, the map has a variety of modifiers / consumables across territories, these could be chests or little electric power ups etc (picking up a chest could mean 20% chance of doubling your troops, 10% chance of quadrupling them)
The player starts in the middle of maps generally, as if they were dropped directly into battle. The human player should always be player 1 (first in turn order) - and starts with 100 (or so) troops.
Easier maps may only have 1 exit point, harder maps will have multiple.
Due to the aggressive behaviour from ai, dead ends will be crucial for surviving each turn.
There should also be some ai-based game modifiers in place, e.g. "negative power ups that they can claim" - as well as troop regeneration at a high scale (this should make eliminating an opponent nearly but not quite impossible, and eliminating an opponent can incur massive retaliation from remaining ai players (impossible to win from))
This mode would be best suited for single player, however a multiplayer version would be possible, you'd just need to allow players to drop in nearby to each other (or require that they leave the starting territory on their turn) - so it'd allow for both versions (competitive MP experience vs each other, or a cooperative MP experience together)
<@&1135733212778348604> a new idea is up!
Object-Sized Map Pack
<@&1135733212778348604> a new idea is up!
nuclear bombs customizable rule
<@&1135733212778348604> a new idea is up!
How about a "Block Player" button, even if it oly works for 3 months at a time, There are some players that dont wanna leave until they acquire 1k armies to finish game, Whatever, i suppose, but if i can filter these players out by BLOCKING them entirely, great, even if that means i cant join a specific map, do to the BLOCKING. i think this would be a fairtool. not too overused but, it could work.
<@&1135733212778348604> a new idea is up!
Allow individual map purchases over having to buy the entire map pack. For example, instead of having to pay 450 gems for a full map pack, charge something like 200-250 gems to buy a single map from any map pack, and IF you want to buy the remainder of the map pack, you can pay something like 337 for the remaining 3 maps. This way players don't have to buy an entire map pack if they don't want to, but SMG still makes more money per map, and even if just 2 of the 4 maps are purchased from the map pack, that's roughly the same cost as buying the map pack straight up. I think this would be a win for players and SMG alike, but I'll leave this open for discussion.
<@&1135733212778348604> a new idea is up!
For games with blizzards active, disable selecting white as a player's color. It can be too hard for people with visual impairment to distinguish the difference between blizzards vs white territories.
<@&1135733212778348604> a new idea is up!
New Dice Mode: True Strategist! When attacking/defending, both attacker and defender lose the exact amount of the opponents number of troops, except for if one player has 5, 10 or more units more than the other players, which will all add 1 extra damage/shield
For example:
5-3=2
10-2=9
100-50=60
<@&1135733212778348604> a new idea is up!
Battle Log filtering
When opening battle log, the player icons pop away - it'd be good if they stayed - but when you click them it greys them out (excluding that player's turns for each round)
This would mean that you can click all except one players to see their troop gain over time.
It'd work even better if you could select draft, attack, fortify phases - maybe even add filtering for specific continents or actions like zombie infections? All of these would probably not be worth implementing with the default length battle log, so my suggestion comes with recommendation for a custom length battle log of default, 1k, 10k, unlimited (with a warning ⚠️ if memory usage is too high & starting to affect gameplay, that log entries will start being deleted from oldest) - maybe allowing export to .txt file or view on hasbrorisk website, so it can be exported & cleared so the history can start building up again for long games.
<@&1135733212778348604> a new idea is up!
Change Expert Zombies to use Hard Zombies attacking algorithm. The expert bots use a predicable algorithm, but they use a stacker bots algorithm. This makes it easy to avoid them just by sitting anywhere but in their primary pathing. Hard bots use a similar algorithm, but when they make a successful attack, they can and often do split. This allows them to spread out more quickly and makes them take over to the point where they don't need to infect. However, Hard bots don't get as many troops on their turn making them easier to control. In my opinion, keeping the troop generation of expert zombies, but the attacking algorithm of hard AI will allow for a more difficult bot with hopefully very little code work required.
<@&1135733212778348604> a new idea is up!
Option to provide a webhook URL to receive game summaries
This would mean you could for example, point it to a discord channel - and when player X game ends, a summary of rank point changes, opponents, colours, player name & hasbrorisk link & other game stats can be sent to that channel.
For players wanting to keep a detailed history of their rank points they can do so easily, for players wanting winrates per # of players, can do so - it's very easy for users to set up copy/pasting the webhook URL too (link out to FAQ)
Could optionally allow setting 2 (so one "public space" & 1 private, can be premium locked or not) - and users can name where it goes to
<@&1135733212778348604> a new idea is up!
Make it so that when attacking consecutive territories, like going through ASIA to EUROPE and attacking someone in NA from Greenland, you would only have to "Click + Drag" or "Shift+Click" the territories you want your Big Stack to take / take the path of and reach hit the enemy where you want. -------------This removes the neccesity for turning off Camera animations and using the ENTER key to spam and go though vast lands of 1's and 2's. Kind of like when you FORTIFY you see connecting arrows, in ATTACKING you would also be able to draw arrows but through multiple lands. Speeds up the game.
<@&1135733212778348604> a new idea is up!
Risk 2210AD game mode
<@&1135733212778348604> a new idea is up!
New mode in which players can choose not to place some or all of their troops on any turn. The troops are held in reserve and can be placed in addition to new troops at the start of any later turn.
This would add especially interesting wrinkles to fog games and situations where a player is down to a single position, etc.
<@&1135733212778348604> a new idea is up!
Port Risk Halo Wars - This is a version which I have in my collection that I seriously wish I could play, but just lack people to play with (plus it is still mint condition), if the game could be re-licensed so that it could be ported, I would heavily appreciate it. (And yes, I would gladly pay for any leaders and dice that get added alongside the map)
<@&1135733212778348604> a new idea is up!
When a player completes their secret mission, lift the fog for everyone and give people some time (15s? Until they click something?) for "good game" and similar. In other game modes the winner always knows the game is over, but in secret missions the game can end unexpectedly. Lifting the fog is an option for all other game modes as well.
<@&1135733212778348604> a new idea is up!
Separate the take bonus A&B missions from eliminate player X (assassins style)
Hopefully in the settings it becomes possible to toggle one on and leave one off
<@&1135733212778348604> a new idea is up!
Add options in map settings for Secret missions that let you choose specific mission types to play and not only restricted to all mission types. it can be 3 of them: kill target missions, conquer specific continents and conquer x amount of territories as 3 separate modifiers to play the map in. Choosing one of those will give everyone those mission types only and not others. Obviously 4th option is all mission types, for those who still want to play all mission types. If this gets added in the game, it would be VERY useful in general and even in competitive scene, since special Tourney modifiers will be used with Secret missions, kill target missions like Assassins, conquer specific continents like a Conquest playmode and conquer x amount of territories (which is always 70% essentially) as a 70% modifier. This has so much potential, so I would appreciate if you at least consider it!
<@&1135733212778348604> a new idea is up!
So the new map sorting is great and all, but I wish we could sort it by their respective map packs. Some names for the maps are not that obvious which makes them harder to find than usual.
<@&1135733212778348604> a new idea is up!
Different continental bonus behaviour options
Would love to see capturing a continent (e.g. Australia) grant a random bonus relative to normal troop bonus, e.g. "fortify continent borders +1 troop per turn" or "grant an extra territory card every other turn"
This would enable more diverse bonuses (which have varying impact on strategies)
<@&1135733212778348604> a new idea is up!
Zombies should not multiply/attack on the same turn that they break out. Currently, when fewer than 45% of the total troops on the board are zombies, there is a chance for a random player to have one of their territories infected. The problem with this, is that there is no way to defend against it, and it's almost always an instant loss (especially early in the game.) The intended way to "defend" against this is to split your troops across multiple territories, to avoid losing them all to one infection, but the problem is that because there are so few zombies on the board, they also multiply at the start of their turn. So if you have let's say 3 stacks of 20 next to each other, and one of them suffers an outbreak, and then multiplies, there is now a 40-50 stack adjacent to your other 20 stacks. The zombies attack, and take out at least one of your 20 stacks, as well as any territories you had behind it. There's no way to distribute your troops to avoid this, as anytime your largest stack turns, you're screwed. The easiest solution to this is to either make the converted troops not attack on the same turn they break out, giving the victim time to adjust and defend, or simply not having the newly infected zombies multiply, so that the other 20 stacks are safe.
<@&1135733212778348604> a new idea is up!
the ai in among us maps don't use among us content (e.g. avatars) - would be cool to see them join in the
susfun
<@&1135733212778348604> a new idea is up!
Replace the "Start game!" emote in the lobby with "Start game?" for the host. In a lobby with 6 slots that's been waiting for players for a while, the host may want to ask the players "Should we start?" when the lobby's at 5/6. Then the players can respond with "Start game!" for yes, or "Not ready" if they want to wait for a 6th player
<@&1135733212778348604> a new idea is up!
turn crossplay off option
<@&1135733212778348604> a new idea is up!
bring turquoise color back along with some of the others that ppl liked
<@&1135733212778348604> a new idea is up!
A new setting or gamemode that makes missions not secret, but visible to everyone and a bit easier in return. There could be an indicator that shows the progression of the mission of the current player, like "7/13", and when clicked it shows what needs to be conquered, like territories or it highlights the continents or the targeted player, or something similar to this. This mode or setting might include player assasinations, eventhough they are planned to be seperated, since everyone can see which players are targeted by whom.
<@&1135733212778348604> a new idea is up!
I would like to suggest an idea, although I'm not sure if it already exists. I hope you consider adding a feature to replay the game, where the player can watch the match again after it ends.
<@&1135733212778348604> a new idea is up!
In "Pass & Pla" mode, add the option for Players to surrender and getting taken over by AI. And maybe even an option for a player to take over an AI, atleast those that started as Players.
<@&1135733212778348604> a new idea is up!
Modifier that adds capitals in any gamemodes, even if they arent a win condition. For example secret missions with capitals, but only the secret missions cause you to win
<@&1135733212778348604> a new idea is up!
Among Us Blueprint Update: Make the blueprint background easier on the eyes for players
the one common comment i hear about this map pack is “i LOVE the among us maps BUT its hard on my eyes”. Understanding colour theory, if its possible to tone down how bold the Blue is compared to (what feels like) a pure white outline on the blueprint, as well as the connection lines, it may make the maps easier for players to see. it’s one thing to turn down the brightness on your phone or monitor, but that doesn’t solve the issue lol. even if the lines on the map were an off-white, or you had more shadow to contrast how different the two tones are (one could say the blue on the background is VERY close to what the Blue Player in game would look like, similar to zombies or a green player on Emergency Calls only). We don’t need an entire redesign, we just need a contrast that doesn’t make players feel like they’re going blind while playing Airship ❤️
<@&1135733212778348604> a new idea is up!
Add objectives and/or cities as a new gamemode like Risk Revised Edition.
<@&1135733212778348604> a new idea is up!
Make the territory based missions in Secret Missions Mission Impossible themed. “Your mission should you choose to accept it”.
<@&1135733212778348604> a new idea is up!
Make it possible to continue a game on a different device. I had to switch device, but eventhough its both the same account, i couldnt continue my game on the other device.
<@&1135733212778348604> a new idea is up!
i can't tell the difference between red and pink when I play :(
<@&1135733212778348604> a new idea is up!
I think, just like how we have stable and unstable ports, we definitely need unstable blizzards in the game. It would be a cool feature because it adds some unpredictability and keeps things interesting. After five rounds, the blizzard could move to a different spot and create new opportunities for everone. Once it moves, it should become an empty territory that anyone can grab. This way, it encourages competition. It would really shake things up and make every match feel different, which is always a good thing!
<@&1135733212778348604> a new idea is up!
Since once you join a ranked game, your elo gain/loss is determined only by your placement, it would be nice for elo changes to take effect immediately after being defeated. It would take some more resources (since players' elos would be updated individually instead of as a group after a game), but it would be a nice QOL change.
<@&1135733212778348604> a new idea is up!
Add the option to chain multiple attacks to execute them all at once to speed up the proccess of running over many weak territories with one big army. Players often concentrate troops to chain many attacks while leaving no additional troops behind. This could be simplified and accelerated by for example adding a button or something similar that when activated lets you select one of your territories as a starting point and enemy territories that are all connected to eachother in a potentilly long chain. after pressing the same button again and confirming, all the attacks are executed in a blink until the destination is reached or your troops didnt make it. While editing the chain attacks, you should be able to cancel the last attack of the chain and also to cancel the whole chain attack. This would also be just as fast on mobile as it is on pc and it would open more options even in short turn times.
<@&1135733212778348604> a new idea is up!
Cap only filter
<@&1135733212778348604> a new idea is up!
Add option to toggle bonuses on or off. Toggling off would mean that bonuses do not give bonus troops even if you hold them at the start of your turn.
<@&1135733212778348604> a new idea is up!
be able to suggest a draw in certain scenarios. Ranked game I played technically was even matched with caps so I purposefully attacked to speed up the game because I'm not waiting 4 hours to go back and forth for risk elo 💀. I play this game to have fun and think. Devs should be able to look at match. I reported other player sorry for yapping but need to give context.
<@&1135733212778348604> a new idea is up!
Add the ability once every game especially in games with short turn timer, after your turn to force the other players to extend their turn to a minimum certain amount of time, so that you have more time to go afk if you want or need to do something quickly, without worrying that you might miss your turn. For example there are 6 players, and you want to go afk, everyones turn now lasts atleast 3 minutes, or exactly 3 minutes if the turn timer was set to 3 inutes or less, until its your turn again. This means you have atleast 15 minutes time without making everyone really wait for you. They even get more time to think and maybe go afk for a few minutes aswell. If we cant switch devices in the middle of the game, then this would be a good alternative to atleast allow short pause. I like to play with short turn timer, but when I have to go afk for a few minutes I often dont make it in time, and my game is potentially ruined because of that.
<@&1135733212778348604> a new idea is up!
I really think the AI in Capital needs some serious work. Right now, it’s just not cutting it when playing against expert AI. Instead of protecting its capital, it often pulls all the troops away and only leaves a few behind, which is a pretty bad strategy. This definitely needs to be improved. With all the advancements in AI technology these days, I believe you guys could easily make it smarter. I find the current expert AI to be pretty terrible, and it really affects the gameplay experience. It feels frustrating and makes it less enjoyable. All I'm asking is if you could consider making some tweaks to enhance it a bit more. Just a little improvement could go a long way in making the game more fun and challenging. I really think it would make a huge difference for everyone playing!
<@&1135733212778348604> a new idea is up!
Drop the source code: Secrets and sports don't go well together.. I've tried to reason with the overwatch devs to drop the source code; they refuse to see the benifits. Prove it to em once and for all...drop the source code tomorrow and the RISK! will be 10x more fun. Guranteed.
<@&1135733212778348604> a new idea is up!
Add the ability to ask someone to attack a specific territory or a continent. Also add the option to tell people what you want to attack, so that for example you can tell someone what you want to attack and ask them to attack something else in return, for example to play together against a stronger player more effectively and coordinatedly.
<@&1135733212778348604> a new idea is up!
2 phased suggestion focusing on improving the ability through alliances further:
Background: Currently, messages sent through alliance chat only pop up for a few seconds and often go unnoticed. Sending multiple messages that often relate to each other is also nearly impossible.
Idea 1: Keep the history of the alliance chat for a longer period of time. Having the entire history of the conversation might not be necessary, but being able to see the most recent part of the message history would be a big improvement.
Idea 2: Option to send messages with multiple layers. For example: "attack this player/territory/continent, then attack this player/territory/continent" or "attack this player/territory/continent, then I'm going to attack this player/territory/continent" or the reverse of that. Being able to send this kind of two layered message would already be an improvement. Being able to send a message with even more layers an even greater one.
<@&1135733212778348604> a new idea is up!
I want to never to be able to attack with less than three dice. I want there to be a switch, so i can roll BLITZ,,, but stops once I am forced to attack with 2 or fewer dice. Thank you.
<@&1135733212778348604> a new idea is up!
Add a setting that speeds up or completely removes dice roll animations.
<@&1135733212778348604> a new idea is up!
Setting where blizards are hidden by the fog too. that is all
<@&1135733212778348604> a new idea is up!
I've recently discovered I enjoy playing with inactive computer players when someone leaves. But what I would like even better is that if no additional troops were added to the CPU players,, they just remain dormant. Currently inactive CPU players get reinforcement troops,,, I would prefer if they did not, but this option is not availible. Thank you.
<@&1135733212778348604> a new idea is up!
I wish there was a replay option, where you could download your previous matches and watch them. And also stuff like, if you had a match with fog, you could see the whole map on the replay and watch what hilarious thing your enemies did during the matches :D
<@&1135733212778348604> a new idea is up!
3rd Bot Behavior: DORMANT... if someone disconnects or whatever,,, the CPU just plays dormant, does not place any troops or nothing. Please make this a 3rd Bot AI behavior. Thank you
<@&1135733212778348604> a new idea is up!
players in caps games have the opportunity to move their capital to any other territory they own once per game
<@&1135733212778348604> a new idea is up!
Indonesia map, could be just as popular as Europe Advanced with the amount of chokes and bonuses
<@&1135733212778348604> a new idea is up!
allow collusion, lest the internation tribunal of SMC brings forth article 82 of the geneva convention
<@&1135733212778348604> a new idea is up!
a waving emote since we only get the "Hello there!" chat expression every month or so
<@&1135733212778348604> a new idea is up!
allow friend invites in public games, but everyone else should be able to see that you are friends and they can expect the two or three befriended players to work together.
<@&1135733212778348604> a new idea is up!
I do not want to turn on color blind mode cuz I like the circles instead of the little shapes, BUT, """can you please get rid of pink in Rankded Automatcher??"""
<@&1135733212778348604> a new idea is up!
Add a match history log.
This would show your history of matches whether you won and lost and the place you earned also would be nice to show how many points earned or lost for each match.
<@&1135733212778348604> a new idea is up!
Helloooo guys, i just surrendered for my first time ever and i was there ready to see the ranks of the players in my game just to realize that for some unknown reason you dont get to see that when u surrender a game. Idk why, i dont see any point why you shouldnt be able to see that in that scenario and its a fun thing to check after every game and im sure its a super easy fix. Soooo, theres my suggestion, pls let us see the ranks of the players when u surrender a game, same as what you see when u are eliminated
<@&1135733212778348604> a new idea is up!
Synergy between the many Hasbro properties within the app seems a natural avenue of expansion for SMG.
Play a couple games of risk and seamlessly switch over to play a tie breaker on BattleShip. Later play a game of hungry hungry hippos with the kids.
Currently if you want to play hungry hungry hippos on this app you have to play manual placement fixed caps on super max and some smarty pants can still ruin the setup by not spawning correctly. Please fix this.
<@&1135733212778348604> a new idea is up!
Make it possible in world maps to infiinitely scroll to the sides with the map repeating, so that you can for example center the map at the pacific ocean. Maybe this feature could be added to the settings turned off by default.
<@&1135733212778348604> a new idea is up!
Broken Gates
Each player gets a gate. At the start of the game each player picks a territory to be their gate. Gates function very similar to portals. However, a player must hold more than one gate to transfer troops through a gate. Troops may only be transferred between gates controlled by the current player, if they hold at least 2.
<@&1135733212778348604> a new idea is up!
Atleast to casual public games add the ability to invite only one friend, but only if 5 or 6 players are in the game to prevent abuse of this feature, and like in my previous suggestion on this topic everyone sees that you are friends, and in the screen where the games are listed it should show if there is a pair of friends or even two pairs in the game. Its a bit boring if I can only play with bots if I want to play with a friend, and if not in ranked it should atleast be possible in casual mode. if another player invites their friend the remaining two players can see that there are 2 pairs of friends and they can try to work together aswell for example.
<@&1135733212778348604> a new idea is up!
Try now option on tooltips
It'd be great if clicking a tooltip on something (e.g fog of war) there was a try it out button - this would be to show;
- a brief description about the tooltip (this would include tabs for everything else below, take you through the feature with option to go back pages)
- where this setting can be found across the app (modifiers, filters, modifiers quick-slot, lobby preview, game lobby in the click settings pages)
- how it affects gameplay (only see nearby territories, don't see troop & territory counts, still see troops gained)
-how it interacts with other settings (no spectate in ranked & public games, see territories, troop counts, & their (excluding their allies') vision, can always see blizzards & portal locations) - any prerequisites to use this setting (can join lobbies that others host it on, requires premium to host with, if it's not applicable to a gamemode (e.g. manual placement & speed blitz))
- anything else that doesn't fit elsewhere (notes basically)
-# it'd be quite a big overhaul of tooltips, but it utilises existing UI elements (just adding more behind them) - and would make it much easier for players to familiarise themselves with how any part of the app works
<@&1135733212778348604> a new idea is up!
Map of Vatican 🇻🇦, about 60-80 Territories should fit in it.
<@&1135733212778348604> a new idea is up!
In the secret mission mode, there's objectives in which you have to take out a certain player to win. However, if you're player A, and player B has the task to eliminate player C then Player D takes out player C, Player B instantly wins. Taking out players in my opinion is a fundamental part of the game but with this factor in play, it simply becomes too risky. So I suggest a sort of back up objective which changes if the player you're tasked to wipe out gets taken out by another player. This backup task could simply be to conquer x amount of territories.
<@&1135733212778348604> a new idea is up!
have a separate ranking for fixed and progressive, They are two completely different games, if you are playing fixed and see someone is a grandmaster at the end but has got there through progressive capitals it might not be an accurate assessment of their fixed play
<@&1135733212778348604> a new idea is up!
A 3D dice you can play RISK on (plus if can incorporate the dice "spots" as bonuses)
<@&1135733212778348604> a new idea is up!
Because Risk games can go on and on and be a bit of a commitment, I think it would be really cool if there was a mode (with friends) where you could make a non-realtime game, and basically like... it sends you a notification whenever it's your turn, you logon to the game and do your move, and then it goes to the next person, etc... I used to play a game on BBSes based on risk called Global War and it was like that, you logged in and did your turn, and it was super fun. I think it would encourage some people to play who aren't going to necessarily commit to a full-length Risk game :)
<@&1135733212778348604> a new idea is up!
has anyone suggested a game of thrones collab for a map pack? because if it hasn't been suggested, it should be. would be great to be able to play Westeros, Essos, the whole thing etc :)
<@&1135733212778348604> a new idea is up!
When hosting a game and waiting minutes for players to enter, I feel I have to watch the screen to greet everyone with "Good Luck" to let them know I'm active. Audio beeps to alert me when people enter or leave a hosted game would be super, same for audio alerts on troops drafted and deployed by others, etc. Thank you.
<@&1135733212778348604> a new idea is up!
Let a player see their OWN profile even in ranked. And in Casual Public and Casual Private get rid of the automatch record placeholder and let us see people's Casual Public record in a game.
<@&1135733212778348604> a new idea is up!
Option to remove slow rolls with True Random odds from Balanced Blitz games.
While having the option to choose between Balanced Blitz and True Random odds to maximize your odds of winning the attack is interesting, this leads to the attacker having an even greater advantage.
So in order to play more balanced competitive games, I'd love to see a game with true balanced blitz odds being possible.
<@&1135733212778348604> a new idea is up!
Determined outcomes for troops interaction - you can add it as dice type settings "determined". Firstly, all rolls become either 0% or 100%. Secondly, every roll has 100% predictable oucome(how many troops killed/lost): 100% rolls would range from negative and barelly positive to super positive depending on how many troops attacker uses; 0% rolls will have predictable amount of troops they remove from attacker stack. For example, defender 7. 10v7 is the smallest 100% roll - you always go -8 when winning it; 11v7 - go -7, 12v7 - go -6, 13v7 - go -5, 14v7 - go -4; everything above 14 attacking would not yield further attacker advantage. And for 0%, 9v7 always loses - removes 6 troops from defender stack; 8v7 - removes 5; 7v7 removes 4; 6v7 - removes 3; 5v7 - removes 2; 4v7 - removes 1; 3v7 doesn't remove any troops. How to code it or make formula of every roll? I have no idea, I don't know how math nor programming work. But I would guess that 100% series should start after respective 90% rolls for balanced blitz and yield no more further benefit for overkill rolls than 60% from defender troop count lost by attacker( 30 troops lost on 50 when rolling 70v50). However, formula should be different for small rolls like 7 and probably simply change at certain points when troop counts dreastically increase.
<@&1135733212778348604> a new idea is up!
Whilst in the app version of the game in secret mission, if a player receives a “Kill X” mission they do not have to be the player to eliminate them to succeed in their mission. This means that another player could unknowingly win the game for the weakest player. In the board game if the players target is killed it swaps to the secondary mission which is “Occupy 24 territories”. This would make it so that a player does not get a free win for doing nothing.
<@&1135733212778348604> a new idea is up!
When someone leaves the game have a setting where instead of a bot taking over it's just an automatic flag/resign. It's not fair to get lower placements than people that aren't prepared to stick around
<@&1135733212778348604> a new idea is up!
Game End Screen
After completing a game, provide a summary of the game with some interesting statistics. For example:
- Game Duration (xHxMxS)
- Aggressive player (highest k/d ratio?)
- Defensive player (lowest k/d ratio)
- Biggest expansion player (most troops gained from bonuses)
- Eliminator (most players killed)
Player icons could be shown on podiums (top 3, with 4,5,6 sitting crowded beside it (can think of it like skulls 😅))
Map name / Map Pack etc
Stats for each player
Rank changes etc
The idea is that these should be one screen summaries that players can screenshot & share as a final result of a game
<@&1135733212778348604> a new idea is up!
Make the click boxes for selecting be the pucks for the territories. So that increasing UI scale would increase the click-ability of a territory by directing your click inside the puck rather than blocking the click box especially with portals.
This can be used as a replacement for current click box (always have to click the numbered puck) or added in addition to current click box (clicking anywhere that you can in the territory or on the puck). Either way would be vastly superior to a game that currently impedes play rather than facilitates it through bizarre click box interferences.
Maybe this has been suggested before and Hopefully SMG is already rolling out a click box solution as a surprise part of their update, but wanted to suggest this solution just in case they had never thought of it.
The basically the bigger you set the UI scale the bigger an area you would be able to click rather than having some territories with almost no where to click at all as is now. This is an accessibility issue that in its current form can exclude some users from play.
<@&1135733212778348604> a new idea is up!
/risk_idea Hi! I'm a huge OSRS fan, and for the last few weeks one thing I keep thinking is Risk & OSRS need to do a crossover event like among us did. Currently working on some example concepts to send in. Does anyone here have any suggestions for icons to put on the dice? I've got a few that I'll post below. I'm also going to put together some mock up examples of maps they could do, such as Taverly dungeon, God Wars dungeon, Varrock, & maybe a few other iconic places if anyone has some good suggestions. Here's what I've got so far, got much work to do but any suggestions or encouragement will go a long way! Thanks Risk takers! God bless!! (Turns out I can't post pictures in here so I guess dm me if you want to chat 🙂
<@&1135733212778348604> a new idea is up!
Server idea - I think there should be 2 separate channels for looking for game. One that is only for posting games and the other for chatting. Cause it's annoying to post a game and see it get buried by players complaining about how bad they are at the game. Thanks.
<@&1135733212778348604> a new idea is up!
Am I the only one who thinks that the current starting situation for players 4-6 isn't really all that fair? Like, just getting 1-3 extra troops doesn't really make up for how much territory one loses at the beginning of the game. Not only that, but if a map doesn't divide into equal territories, the last players get less, so they are alreay at a disadvantage there. I think it would be better to have something like: last players get the extra territories when it doesn't divide equally, and you get something like bonus troops + whatever you would have gotten for the amount of territories at the beginning of the game (not by the time it hits your turn, when it's gone down enough to negate the bonus on more complex maps) ... and maybe something like, you get bonus troops for the first three turns, or 2x the amount, or an amount that is based upon the amount of territories you had before any were conquered, just anything to make it more fair to the players going later in the round.... cos right now it doesn't really feel very balanced in that way, and going first is a huge advantage that isn't really made up for in the existing system.
<@&1135733212778348604> a new idea is up!
Add additional option to streamer mode to choose between normal background behind maps and green screen color.
If the video coming from game app had green screen option for background then the things that risk streamers and YouTubers could do with game video would be much more flexible.
<@&1135733212778348604> a new idea is up!
Option to play a set of 2 games with the following conditions:
- If applicable, Blizzard and portal positions are the exact same in both games (for unstable portals, only the initial positions need to be the same)
- Turn order from the first game is reversed in the second game. (For example in a 6 player lobby, the player going 1st in the first game would be going 6th in the second game the player going 2nd in the first game would be going 5th in the second game and so on...)
This would greatly help with making modes in which turn order plays a big role more balanced across multiple games. Examples I'm thinking of that would profit from this option are:
Any 1v1 setting
Speed Blitz
6 player games with an early seat advantage
<@&1135733212778348604> a new idea is up!
Please add 6 player zombies. We have 6 player options for every other game mode. Please add a 6th player to zombies. If it's a visual thing that the zombies take the 6th slot, I suggest maybe adding a small bar under the 6th player's slot that displays zombie info as well. And if it's a 6 slots and zombies take one slot type deal, I am willing to brainstorm how to work around this if allowed.
<@&1135733212778348604> a new idea is up!
Add the option to accalerate bots for private games just like in solo games. When more than half of players click to accalerate, then it turns active. If players opt out agin and its no longer over 50% then it stops
<@&1135733212778348604> a new idea is up!
Battle Log Improvements
- Let battle log have expandable containers (by round, player, phase) - so you can click round 2, it shows a list of each players 'top level actions', click a player to show phases or raw moves made. This would mean as you move to round 5, all of round 4s actions are collapsed into round 4 section
- Include more detailed data in battle log, such as: manual roll vs blitz, if using slider, how many troops drafted/fortified to which territories - this would let players easily identify errors (drafts 5, but places 10, for example)
<@&1135733212778348604> a new idea is up!
When using auto setup, hard cap stack size.
IE: in a 6p game where everyone starts with 10 territories you can’t spawn with anything larger than like a 4 or 5.
This would be particularly impactful on turn 1 of zombies when everyone gets the initial infection. Somebody can lose a 7 stack turn 1 while another person only loses a 1. Creates huge troop advantage from turn 1 and unleashes a mega stack of zombies to the board turn 2. If we know nobody spawns with a stack bigger than 5, we also know zombies have no bigger than a 9 stack turn 2 so you can better predict how to optimally play your first turn. This would increase the skill of zombie games significantly and reduce luck
<@&1135733212778348604> a new idea is up!
How about a map based on the anatomy of the human body? Like territories could be organs and bones and stuff, and continents could be like limbs, upper/lower torso, head, etc. It could even present a special opportunity for special nested continents like the brain or the heart or other major organs maybe?
<@&1135733212778348604> a new idea is up!
Battle Log replay videos! If anyone has played competitive Pokemon you can save videos of your battles and it basically just uses the battle log to recreate the battle (but streamlined and fast). I think that would be cool with Risk! So if you played a really funny game you could save the video and share with friends or post online etc. Modelling it after the way Pokemon does it would be great, bc of the way that it uses the log to create the video so it's not slow and clunky, it moves smoothly.
<@&1135733212778348604> a new idea is up!
Add preset buttons for sliders (place above sliders).
Attack troop slider: 2 (for 2 dice slider), 3 and 100% (minimal troops needed for 100% win, grey out when calculation not possible due to too many troops). Min and max can be easily selected here.
Troop movement and deployment slider: Min, 25%, 50%, 75% and Max. This will help scrolling to the desired amount more quickly, which is a pain once troops become plenty.
Both suggestions will mitigate mobile disadvantages and speed up game play in general.
<@&1135733212778348604> a new idea is up!
External link popup when exiting out of app
Display the URL (or domain) for the website address you're about to visit (for things like Help / Support / FAQ / News buttons)