Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Japan : 7 inf, 1 art, 2 ftr, 2 battleships support
vs
Eng : 3 inf, 3 arm
result :
Japan retreat with 1 ftr (this will happens 0.8% over 1000 games)
Eng resist with 1 arm (this will happens 0.7% over 1000 games)
lol that's it for me that game is totally wrong !!!
Anyway certain players will roll that 1% chance frequently over multiple games with them. Learn their names and avoid any games with them. Hopefully the devs look into it and I can take down my negative review.
Other games are perfectly fine and even once in a great while I cringe for the other player's bad luck. However, it happens to me far more than it happens to them.
I get mad at dice, even when I roll them, so i may not be the best judge.
There's no particular reason developers in 2020 would be all over this. Far as I know, Beamdog didn't have experience developing this type of game. But even if they did, big businesses and governments get hacked all the time.
Far as looking at data of past games - I don't know that Beamdog's got it set up that they can do that. I suggested they put in a game log to .csv output - no response on that - but -
I've written elsewhere I think the developers wanted to target a casual market. That probably means the program was designed and written in a certain way. I don't like it, but it's not unreasonable.
If it was thought that casual players not necessarily with any experience of Axis and Allies would be the best market (and my guess is that *would* be true), why put in features aimed at veteran / more serious players that would cost considerably more to develop? I mean sure, we could say game integrity, player satisfaction, but in the end the decision to develop the game or not was a business call.
And really, if all the features I want had made it into the game, I'm sure it would have taken double the budget - probably more, even a LOT more.
Way I figure it, 1942 Online is in Early Access. My impression is a lot of things are pretty well decided on, but if the community speaks up and says there are issues, then maybe something will be done about those issues. Like with this dice thing.
==
I'll repeat a couple comments here that I've made elsewhere. I don't want these points getting lost, as happens sometimes.
1) The large data sets reported from in-game by players show really bad odds, mathematically. It *could* be that those players were exaggerating, but consider the several hundred hours required for players to carefully document results and compile large data sets to demonstrate validity. As I've written, that's unreasonable to expect of people that aren't getting paid.
2) I don't know that there is a PRNG issue personally. Neither developers nor players have made available data sets that allow data to be filtered and checked for correlations.
The data I saw the developers release was from some test with undisclosed details that just chunked together a bunch of dice results. But you can't check that for correlations. You need in-game data with full context for that.
So for example suppose I think - for whatever reason - that Russian industrial complex antiaircraft fire hit unusually high, on the first three rounds of play. That level of detail would have to be in the data in the first place if the data were to be checked for correlation.
And as in your quote, if there's a particular player that has suspiciously lucky dice - various filters would have to be set for those as well - for example, percentile results on attacker and defender rolls, respectively, in battles involving more than 30 IPCs of units on each side.
Anyways the program was designed as it was. It would be possible - always possible - to go back and make changes later, but it's usually pretty costly to stick something on afterwards if it wasn't designed to handle it in the first place.
And I'd imagine the developers probably have their hands full with other things as well. So what with one thing and another - I think addressing the question of dice issues is important. But I can't say things like lowering system requirements, improving the UI, and implementing allied carrier use can really take a back seat either.
==
One other note -
If using a tool like AACalc, remember:
1) Make sure the Order Of Losses are set correctly. It's something even veteran users miss.
2) Getting a 1% result is not crazy. Even a 0.1% isn't out of the question. You play how many games with how many battles, and out of those some are going to have odd results. And it may be that you're literally unlucky.
Mind, the player reports of large data sets from in-game I referenced earlier said stuff like what was it - 1 in 27 million, 34 million odds respectively? It's in the sticky thread.
But understand there's a difference between a UNLIKELY (but reasonable-ish) result, and a NEARLY IMPOSSIBLE one. If you're doing a couple hundred battles, you've got to figure you're going to strike out once in a while.
Which is NOT to say players are just overreacting. As I wrote, it MAY be there ARE issues. I'm just saying to think about the mathematics and to realize 0.1% is not as crazy as it sounds.
Eroxyde. Sounds like an India scenario. The odds of England surviving is around 1,5% and 4% if they have an AA gun (which you didn't write, but would usually be there in India).
Both scenarios are thus easily within the realm of possible - and does not lead to the conclusion that the game is bugged/hacked.
Hacking has not been discussed that much in this forum and, to my mind, is a much more serious threat to the game and the community that supports it. As I remember it, a dice hack destroyed a wonderful A&A community built around the Hasbro game about 20 or so years ago.
I think it would be reassuring if there is a way to report suspicious activity and have action taken if cheating has occurred.
Admittedly, as aardvarkpepper points out, this has to be an economic consideration to the game developers. They can't add a lot of full time staff to police the game for a game that is selling for $20 to what I am sure is a small market.. But, maybe there is a way to crowdsource the review to the community or leverage anti-cheating efforts used by other games.
In any case, these reports are a serious concern to me and I hope they are to the game developers as well.
This makes hacking unlikely (read, nigh impossible as long as the server has zero trust of the clients).
As to the concerns about dice, I suspect it will be a constant drag on the mainstream viability of the game until a low-luck version is put in. To use Risk as an example, the player can do either true random or low-luck ("balanced blitz" in that developer's parlance) when configuring a game. By far, and it is not even close, most games are configured to "balanced blitz".
https://en.wikipedia.org/wiki/Cryptanalysis_of_the_Enigma