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Condestável wrote:9-3.
Lost a game because of a 9 which can't win a 3. lol
Condestável wrote:9-3.
Lost a game because of a 9 which can't win a 3. lol
Woodruff wrote:Condestável wrote:9-3.
Lost a game because of a 9 which can't win a 3. lol
A 9 losing to a 3 is not particularly surprising. I would call it rather mundane.
got tonkaed wrote:upgrade to premium, its not listed as a benefit but well...it is a business. In fact buy two years of premium and at some point you'll never lose again!
Condestável wrote:Woodruff wrote:Condestável wrote:9-3.
Lost a game because of a 9 which can't win a 3. lol
A 9 losing to a 3 is not particularly surprising. I would call it rather mundane.
Though you have been assuming an hostile attitude since the very beginning, I'll keep up with my formation as a person and not only a (former) student, so I'll carefully reply as if you didn't insult me in the recent past:
Condestável wrote:When these statistical deviations are frequent, I wouldn't call them mundane.
Condestável wrote:A 9-3 attack has a real life probability of 5% to fail in Risk, according to stochastic models. But results like these have been frequent. I'm quite a recent player and have finished 26 games, losing 14 of them. The games I've won have always come from tight results, no special streams of luck attacking nor defending. But from those I lost, at least 30 to 40% were from epic dice fails.
Condestável wrote:These type of aberrant results which hinder game after game are maybe mundane using the current random generator, which, for what I've been witnessing so far, fails impressively to simulate reality.
Condestável wrote:Random.org probably works good with a 900 vs 300, but fails blatantly in several isolated 9 vs 3.
Condestável wrote:It simply doesn't give us a taste of what we experience in the board game.
Condestável wrote:Following this, I've been assuming a defensive strategy in games, because I know that 9-3 or worse (7-1) mean nothing here in what numerical superiority is concerned.
Woodruff wrote:Condestável wrote:Woodruff wrote:Condestável wrote:9-3.
Lost a game because of a 9 which can't win a 3. lol
A 9 losing to a 3 is not particularly surprising. I would call it rather mundane.
Though you have been assuming an hostile attitude since the very beginning, I'll keep up with my formation as a person and not only a (former) student, so I'll carefully reply as if you didn't insult me in the recent past:
Whether I'm insulting you or not, my answer is the same. You need to try to understand the concept of "random" as it pertains even to real-life dice...because you clearly do not. I don't mean that as an insult...I mean it as a statement of fact.Condestável wrote:When these statistical deviations are frequent, I wouldn't call them mundane.
You wouldn't? The definition of "mundane" is "common, ordinary". If those statistical deviations are frequent, then I would say that fits the definition quite well.Condestável wrote:A 9-3 attack has a real life probability of 5% to fail in Risk, according to stochastic models. But results like these have been frequent. I'm quite a recent player and have finished 26 games, losing 14 of them. The games I've won have always come from tight results, no special streams of luck attacking nor defending. But from those I lost, at least 30 to 40% were from epic dice fails.
I think I understand where you're coming from. When you win, it's due to great strategy. And when you lose, it's due to terrible dice.
Woodruff wrote:Condestável wrote:These type of aberrant results which hinder game after game are maybe mundane using the current random generator, which, for what I've been witnessing so far, fails impressively to simulate reality.
No, these results are not aberrant at all, given the vast number of dice that are rolled on this site every single day. That's what you're not taking into account.Condestável wrote:Random.org probably works good with a 900 vs 300, but fails blatantly in several isolated 9 vs 3.
No, this is absolutely wrong. The only reason you believe that it works well with the 900-vs-300 situation is because there is SO MUCH OPPORTUNITY for the random dice to normalize out...and so it is an infinitesmally small change that they won't. But with a 9-vs-3 situation, there isn't that tremendous opportunity for normalization. But that's not at all a flaw in the system...in fact, that is how random works.Condestável wrote:It simply doesn't give us a taste of what we experience in the board game.
It absolutely DOES give you a taste of what you experience with the board game. What you're not taking into consideration is the vast number of games played on this site as opposed to the very, very limited number of games you've played on a board in real life. And even then, the results I see here compare very favorably to what I've seen on the board game. But because you see them so much more often here (because of the large number of games played here plus the recency of all of them), it only appears as if there are many more on a percentage basis...but there are not.
Woodruff wrote:Condestável wrote:Following this, I've been assuming a defensive strategy in games, because I know that 9-3 or worse (7-1) mean nothing here in what numerical superiority is concerned.
Defense tends to lose in this game, with the exception of a very limited number of situations. That is because offense has the advantage, period. I personally am a defensive-minded player in pretty much any game I play (other than poker), but you're playing a losing game by doing this.
Condestável wrote:See...no insults, but the message is exactly as my previous messages to you.
Condestável wrote:Woodruff wrote:Condestável wrote:A 9-3 attack has a real life probability of 5% to fail in Risk, according to stochastic models. But results like these have been frequent. I'm quite a recent player and have finished 26 games, losing 14 of them. The games I've won have always come from tight results, no special streams of luck attacking nor defending. But from those I lost, at least 30 to 40% were from epic dice fails.
I think I understand where you're coming from. When you win, it's due to great strategy. And when you lose, it's due to terrible dice.
That's you classifying me yet again.
Condestável wrote:Woodruff wrote:See...no insults, but the message is exactly as my previous messages to you.
I'm glad to read that, but that's a statistical rarity. But in this case, unlike my (not only mine, I've confirmed with other players) epic dice throws, there's a record of your interaction with me.

Condestável wrote:There you go insulting again, 'druffy.
So far I've been taking your attitude with relative "sympathy", to be nice.
But you know, watching your history of rating feedback, reading a bit of your compulsive posting mania added to your constant paranoid behaviour...
The games I've won have always come from tight results, no special streams of luck attacking nor defending. But from those I lost, at least 30 to 40% were from epic dice fails.

natty_dread wrote:Condestável wrote:There you go insulting again, 'druffy.
So far I've been taking your attitude with relative "sympathy", to be nice.
But you know, watching your history of rating feedback, reading a bit of your compulsive posting mania added to your constant paranoid behaviour...
Do you always take it as "insults" when someone disagrees with your view and points out where you are wrong?
Condestável wrote:But if someone insists in following a person in a site like a shadow for the sake of antagonizing and calling stupid, ineducated and intolerable fool,


jackal31 wrote:you know SirSerb, I am curious how many people have complained about the dice since the last "dice change". I never complained when I first joined this site (publicly) and found myself in one of these rants not too long ago. Maybe, there is a little validity in saying the dice feel different after a certain point. Has anyone ever thought of looking into it?

natty_dread wrote:Atmospheric noise is actually electromagnetic background radiation, which is leftover radiation from the big bang, ie. static noise - it's what you hear from your radio when it's between channels. Noise.