#AI by rexoverwatch
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yeah ๐
You mean neutral bots? They only get troops for 10 minutes
Gives them a chance to come back if they dc
yeah neutral bots, I wish there was a third option called "dormant"
i'd be fine if it reinforced for 1 or 2 rounds, but not for 10 minutes lol
Having it based on rounds instead of time is not as good of a system. If how long a player had to rejoin was based on rounds, then the remaining opponents would be incentivized to speed through their turns to get the DC'd opponent out of the game. Meanwhile the player who DC'd has no idea how long they have to get their problem fixed, whatever that may be. A fixed time gives everyone the same expectations.
going forward I would encourage the developers to disregard ppl with bad interenet connection even thought they do account for 13.5% of all of skin sales ๐
they should be allowed to join until the game is over,,, and only 3 rounds of reinforcments...i think this would be fair also @eager garden
It really has nothing to do with internet connection. This game has a crappy multiplayer P2P connection system that causes a lot of problems. Even with great internet on a PC with Ethernet I still occasionally get issues that cause me to completely restart Risk. And even then it doesn't let me back in all the time. That's why their main focus is the "Network Overhaul" that was supposed to come out last year. (And mobile is by far the largest percentage of players)
But even if you completely ignore that maybe they got a phone call or had to go to the bathroom. Plenty of reasons they might have just had to step away and need a few minutes over the course off potentially a multiple hour long game. And again this is why having it be based on time is better than rounds.
why crappy P2P, you can play RISK by snail mail lol, oh well
I still disagree though. 10 minutes is wildly different when there are 3 or 6 ppl playing
@eager garden three rounds would be good, but if you reconnect you get those 3 rounds back in the bank
EXACTLY. If youre the person who got kicked you would have no idea how much more time you have if 2 players are speeding through their turns. If its 10 minutes you know exactly how long you have
3 rounds would not be good. That could be 30 secs if the remaining players are smart
@eager garden let's face the facts,, if you disconnect and miss 1 or 2 rounds, you've basically lost the game,,, so both our ways lead to the same outcome
Well if thats true than your idea is irrelevant than isnt it
but i'm advocating for the ppl who did not disconnect
the CPU is pilling up reienforcemtns, making those territories null and void, it's stupid
null and void? its adding probably less than 1 troop per territory over maybe 6 rounds. If you need the territory you'll hit it
no they clog up asia,, you have to take quick or the CPU will pile up on it's three remaining territories in Asia
the person left with 7 troops on each of their three territories in asia
Well nobody can ever hold asia anyway?
i can ๐
Right of course. Except apparently you cannot because of a bot adding 3 troops
exactly
if those 3 troops were whats stopping you, then you were never going to hold it in the first place
no, those 3 troops are what tips the scale..
now that ive been reminded that's it's a 10 minute timer,,, i guess i'll just stall a little next time it happens
๐คทโโ๏ธ you still wont hold Asia
youd be surprise, put 2 trops in all asia territories, and be sure to leave kamchatka and mideast open,,, hope for fighitng else where.... take asia,,, it works sometimes
Ah right. You play TR. So hope for some bad rolls from opponent and hold it based on pure dice luck. Sure maybe
sure. You do that
Yes I am very aware of the noob strategy to take Aus and then Asia. We all tried it at some point
No aus no win
exactly. No aus no win
i've heard no aus no win, but doesn't that mean if you don't take aus you won't win?? @compact drum
and besides if you can hold all of asia beside the ME and KAM, and also hold Ukraine,,, that's 15 territories,,,, +aus is 5 reinforcemnts per tern like NA and EU
@eager garden ha! the next game i played i won with austrailia
never did take asia or another contientent
Classic is known as kind of the perfect map. The map is just misbalanced enough that it causes fighting. There's only 5 bonuses you can realistically take. So with 6 players you usually have 2 fighting over a bonus. Australia is kind of the "noob" or beginner player trap. It looks great when you initially look at it because its a 1 point guard once you take it. But if the game doesn't end quickly the Australia player will quickly be at a disadvantage.
Often the game will get to 4 players pretty quickly. And the other 3 players will stabilize so that one has NA, another has Europe, and the last has SA/Africa. So all of your opponents will be getting +5 and will be taking cards in Asia. Or if the game gets to 3 players the other 2 players can do the "deadliest trap" (one player takes Europe/Africa and the other takes NA/SA and they then chip away at the Aus player with all their extra troops).
Basically you set yourself up to be isolated and have less troops than everyone else. Plus because new players think its so great you can get into situations where you have a new player basically suicide into you turn after turn ruining both of your games just to try and take Aus. That's why its known as "No Aus No Win", a lot of new players would rather lose than not have Australia even though often having Aus will cause you to lose anyway.
I'm not saying you can't win with Aus. You definately can. Theres lots of strategies for it. The most popular is to take Aus early and then abandon it and take Europe or NA if its available. Or leave Aus and let your opponents fight over who gets it once someone takes it and destabalizes the board. Or maybe you just sit there and hope your opponents are bad and fight eachother instead of being good neighbors
@eager garden thanks for that,,, with all the data from the serveres we can finally know the proper contient bonuses for sure
perharps AUS gets 2.1 armies and SA gets 1.9
balancing overwatch is easy but RISK is a bit more nuanced
I would suggest you just use the winners most held cont through out the game to determine cont powerlevel
cuz usually the one you hold first tells the win, and youre usually holding onto it for the most turns
(((decimal reinforments are awarded when you reach an integer)))
can we get the data for all the games played in the last 3 months?
see, if RISK were open sourced someone would have already done this work..
Not possible to use anything less than 1. So I guess you could make SA 1 and AUS 3. But that would shift the balance too far. But they would never change Classic anyway, Its based on the board game and thats what most of the players want to play. If players don't like the map they have hundreds of other custom maps you can choose from.
Besides I think you are viewing it a little wrong. You DON'T want the map to be perfectly balanced. If maps were perfectly balanced then games would never end. The map being unbalanced allows for players to gain advantages and causes fighting. The difference between Overwatch and Risk is in Overwatch the best thing you can do is go fight and kill your opponents. In Risk the best thing you can do is sit there and do nothing.
@eager garden wrong, you can store up decimal and cash in when you have an integer.....1.1 for aus is better than 1 so.............
all maps are balanced by definition, cuz all play on the same map,,,,,,,,,,,,,,,,unless 1st place winning waaaay too much
i understand unbalnced in your definition and thats fine
3v2 dice discourages passivisim
sure I guess but now you're changing the game mechanics over 1/10 of a troop
adjusting game mech, not changing........................
adjusting is a synonym for changing
get in VC right now!!!! lol
sure if you want
gimme a min