Axis & Allies 1942 Online

Axis & Allies 1942 Online

justinrenna 2020 年 1 月 4 日 上午 9:17
Dice rolling!
I have lost another game due to dice. This opponent did not win due to skill. He won from an insane number of one's and two's rolled, while I had an insane number of fives and sixes. I read a lot of complaints of Ongoing(we all realize things happen, and have all seen improbable dice. We've all played that guy that can roll a one on com and) improbable dice. So if there are players out there with 80 and 90% win percentage, what in the world are they doing. I don't want to hear about strategy. Strategy is meaningless when you roll 80% fives, and your opponents roll 80% two's.
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正在显示第 61 - 75 条,共 193 条留言
zroc 2020 年 5 月 10 日 下午 12:14 
引用自 Timepilot7
There is something definitely VERY wrong with the die rolling in Axis & Allies which I hope they look at and fix because it is beyond frustrating. Very frequent to have attacking tanks roll a series of 5's and 6's for several rounds. I just lost a three hour game with 16 German Tanks and 3 Fighters attacking Russia with soldiers and 2 planes defending. The battle odds estimated that I had a 96% chance to win. Not only did I lose but Russia had 2 troops and 2 planes left. This is NOT an isolated incidence in another game 2 German subs sank 8 US subs and suffered no casualties. This would be a GREAT game IF the die rolling was fair, PLEASE FIX THE DIE ROLLING!

Nope. Devs are stuck on the fact that their dice are good as is, regardless of what the community has told them, since DAY 1. Get use to it and " TRY " to enjoy. Good Luck!
M'enragedjordan 2020 年 5 月 10 日 下午 5:15 
Let me tell you this. I've been playing so long now that I can predict the dice rolls. They say it's random and it is kind of, but it I know when to retreat now. If you're in a dice battle back and fourth over one unit and you get a hit 70% of the time they will also get a hit so figure out if it's worth losing the unit over. As much as the devs say it's good I can promise you it's not really. I have hundreds of hours in this game almost a thousand hours now. I still play it because I like it. But im able to predict patterns. If I can predict patterns it's not random.
最后由 M'enragedjordan 编辑于; 2020 年 5 月 10 日 下午 5:17
Julius Borisov  [开发者] 2020 年 5 月 11 日 上午 2:19 
引用自 zroc
引用自 Timepilot7
There is something definitely VERY wrong with the die rolling in Axis & Allies which I hope they look at and fix because it is beyond frustrating. Very frequent to have attacking tanks roll a series of 5's and 6's for several rounds. I just lost a three hour game with 16 German Tanks and 3 Fighters attacking Russia with soldiers and 2 planes defending. The battle odds estimated that I had a 96% chance to win. Not only did I lose but Russia had 2 troops and 2 planes left. This is NOT an isolated incidence in another game 2 German subs sank 8 US subs and suffered no casualties. This would be a GREAT game IF the die rolling was fair, PLEASE FIX THE DIE ROLLING!

Nope. Devs are stuck on the fact that their dice are good as is, regardless of what the community has told them, since DAY 1. Get use to it and " TRY " to enjoy. Good Luck!

This is untrue. We have been testing the system and still continue to test it.
1baddude 2020 年 5 月 11 日 上午 10:20 
After 600+ hours in the game, as a platinum player, my feeling is there is something wrong with the dice distribution. Too many times, one side hits only 1s and 2s and the other side hits 5s and 6s. Too many games are ruined because of this.

Usually, overall, you will experience both sides in the same game, in the same round even. However, if your 20+ army hits only 1s and 2s when attacking a single unit, nobody will care.

Just fresh from my last round as Japanese. An overwhelming ground force scores only 4/5/6 and I am forced to retreat. Right after this one, a huge balanced fleet battle where I score hits from first round with all my CVs and DDs!!!

And let me tell you a secret. I was 100% sure I will win the naval battle after losing the ground one.

As a suggestion for devs, for big battle - I dunno, anything involving 10+ units for each side - I would use a 2 step random generator. What I mean by this? The numbers are pre randomized, right? Then load 2 sets of numbers for each side, then choose the set that has the minimum deviation. This way, chances to get crazy results should reduce considerably.

(of course, I am a programmer and a math scientist, like everybody else in the forum :)
shmity72 2020 年 5 月 11 日 下午 2:44 
Devs are rude to ignore the fact that others are seeing and saying the same thing about the OP Rolls. It's even got some sort of logic built in, I would bet, that the AI sees a defeat, they roll that perfect no.

We don't ignore anything and respond to everything. Please check out the stickied FAQ which contains details on our tests which we did, based on the feedback we had been getting.


one of these commentor's has been rude. hint: it's not the developer!
nathan_m1979 2020 年 5 月 12 日 上午 4:05 
The dice are terrible on this game... No amount of PC talk or propaganda can change my mind, Bombing is just a running joke as it's futile, If you are dominating a player then bomb just for a laugh as it will be shot down... Send 3 and 2 will be shot down and the remaining one will get a snake eye for a hit.

I think the dice Algorithm is based on IPC disparity, It rewards bad Play with good Luck.

It must also be said, I've seen some dodgy roll's go the other way also vs Myself, This must be the next patch update or we might as well be playing UNO or RISK ?
最后由 nathan_m1979 编辑于; 2020 年 5 月 12 日 上午 4:09
nvon001 2020 年 5 月 14 日 上午 10:41 
3 infantries, 3 planes, 2 bombers attacks 1 bomber, 1 plane, and 4 infantries:
3 round results:
Lost all attackers and defenders lost 1 infantry. That's beyond frustrating, I would have expected to lose all my infantries, and maybe 1 plane, but when the defending bomber gets a 1 in 2 rounds, something is not right there.

Agreed with others, don't bomb complexes, guaranteed to lose 1 bomber at least each turn.

Maybe this sounds stupid, but can we have it where for example, for every round of a battle, you do a full dice roll for every unit in sequence, then another full dice roll in sequence, then another.., then you just take the average dice rolls for each unit and round to the nearest number. In the players eyes, all they would see is a single dice roll, the multiple rolls per round per unit would be done in the background, and maybe it could be displayed in a log that could be viewed to see what actually happened. Sometimes I want to go back to see the dice rolls when I am on defense to see how i got defeated, especially in huge decisive battles.

Would that stagger it enough to give it more randomness? Maybe that's taking some of that "luck" away from the game, but in my mind, that's not a bad thing. I totally accept when somebody outmaneuvers me and honestly, learn from it. What makes me furious is when the dices are so off that the battle becomes totally lopsided, and it's round 20, and you've poured so much time into it, and the dice algorithm just throws the strategy part of the game away.

Even when I do win these lopsided battles in my favor, I am thinking, I should of lost more units during that battle..

Obviously wouldn't do it that way in the physical board game due to time it takes to calculate, but if it could be done easily, I'd do it that way. Maybe it could be an option to toggle on/off or something.




Comrade Bernie 2020 年 5 月 14 日 上午 11:38 
引用自 zroc
So true my man. AI?Computer and it's rolls are OP and make the game so not enjoyable especially when the rolls, most of the time, happen off-screen and so damn fast you have no idea what happened until you get back to the board and see all your units are gone and then have to read for hours on end to figure out via the diary what happened and how.. Lots of work needs to be done to this game, especially for private matches/games.
I have to disagree with this. Anytime I play with the computer, I seem to have much better luck. Depending on which I game I am playing, I can usually tell what the pattern of the dice is, and can sort of tell what the next roll will be, and I gotta say, the Computer rolls are pretty sad. I have not lost one game to the computer, and I am not that good at this game. My highest ranking ever was 119th in silver. my win rate with other people is 56%. I started playing this game in mid march, although had had some experience with my brothers as a kid, but to be honest, we had no idea what we were doing. I have played almost 450 hours of the online version, and still suck at it, but out of at least 20 AI games, I haven't lost a single one.
zroc 2020 年 5 月 17 日 下午 2:33 
Good luck with this argument guys. Devs have abandoned the "fact" that the OP dice are killing this game and just refuse to do anything about it. Wish you luck arguing this!
O Lucky Day O 2020 年 5 月 17 日 下午 3:47 
引用自 zroc
Good luck with this argument guys. Devs have abandoned the "fact" that the OP dice are killing this game and just refuse to do anything about it. Wish you luck arguing this!

Putting "fact" in quotes is a fitting way to frame this.
tsexton 2020 年 5 月 21 日 上午 9:12 
I haven't seen the volatility experienced early in the games. Strategic bombing seems a little weird but i think the dice are getting better. We all have bad beats..I just lost a bomber, two fighters, a destroyer, a cruiser and a battleship vs. a carrier a fighter and a sub. with only one loss on their end. These things happen.
kemarrow 2020 年 5 月 22 日 上午 6:42 
My son and I recently played a game where our opponent was killing us with strategic bombing. He was a key masher, so it wasn't easy to notice his losses, but they were few. He had Germany at -10 (20 hits) during one round. I don't do strategic bombing because I frequently get shot down. I'd love to hear a theory from the believers of loaded dice, as to how this can happen. Our opponent made a lot of risky moves, like attacking 1 infantry with 1 fighter. Is that rewarding bad play with good luck? Maybe I should try this approach. Oh, but wait, that's similar to strategic bombing and I usually lose.
carlosdcf 2020 年 5 月 25 日 下午 6:10 
I just played a game where it was TWO fighters attacking a man. It went like 11 rounds, and I lost both and hit NONE. That isn't normal distribution of returns. Ludicrous. Maybe I should buy a lottery ticket with those kind of odds. I feel it goes by game - so you're rolls are set to offset by the game. Because this is the 3rd battle in a row I got hammered by rolls in this game.
aardvarkpepper 2020 年 5 月 26 日 上午 7:30 
引用自 carlosdcf
I just played a game where it was TWO fighters attacking a man. It went like 11 rounds, and I lost both and hit NONE. That isn't normal distribution of returns. Ludicrous. Maybe I should buy a lottery ticket with those kind of odds. I feel it goes by game - so you're rolls are set to offset by the game. Because this is the 3rd battle in a row I got hammered by rolls in this game.

http://calc.axisandallies.org/?mustland=0&abortratio=0&saveunits=0&strafeunits=0&aInf=&aArt=&aArm=&aFig=2&aBom=&aTra=&aSub=&aDes=&aCru=&aCar=&aBat=&adBat=&dInf=1&dArt=&dArm=&dFig=&dBom=&dTra=&dSub=&dDes=&dCru=&dCar=&dBat=&ddBat=&ool_att=Bat-Inf-Art-AArt-Arm-Sub-SSub-Des-Fig-JFig-Cru-Bom-HBom-Car-dBat-Tra&ool_def=Bat-Inf-Art-AArt-Arm-Bom-HBom-Sub-SSub-Des-Car-Cru-Fig-JFig-dBat-Tra&battle=Run&rounds=&reps=10000&luck=pure&ruleset=AA1942&territory=&round=1&pbem=

http://calc.axisandallies.org/?mustland=0&abortratio=0&saveunits=0&strafeunits=0&aInf=&aArt=&aArm=&aFig=1&aBom=&aTra=&aSub=&aDes=&aCru=&aCar=&aBat=&adBat=&dInf=1&dArt=&dArm=&dFig=&dBom=&dTra=&dSub=&dDes=&dCru=&dCar=&dBat=&ddBat=&ool_att=Bat-Inf-Art-AArt-Arm-Sub-SSub-Des-Fig-JFig-Cru-Bom-HBom-Car-dBat-Tra&ool_def=Bat-Inf-Art-AArt-Arm-Bom-HBom-Sub-SSub-Des-Car-Cru-Fig-JFig-dBat-Tra&battle=Run&rounds=&reps=10000&luck=pure&ruleset=AA1942&territory=&round=1&pbem=

It's a dice game, and you need to understand the numbers. Yes, there's reason for legitimate concern over the PRNG, but that *doesn't* mean that *every* deviation from the single most expected result is a problem.

Particularly, a single battle in which the odds weren't that fantastic in the first place isn't legitimate reason to call things ludicrous and talk of lottery tickets. There's perhaps fifty to a hundred combats in any particular game, you should *normally* expect at least some of them not to be "ideal".

That is - the legitimate concern over the PRNG is that there are *too many* such non-ideal battles. But singling out a *particular* non-ideal battle requires really astronomical odds against to be legitimately considered significant evidence of PRNG issues - which the quote doesn't have.

Okay, so you plug in those numbers into AACalc, and get 94.8% win or whatever for two fighters versus one infantry, 50% win or whatever for one fighter versus one infantry. And you think 95% sounds super, so you're going to win etc.

But no. That's not really how it works. And I'll take this opportunity to write about the economics of the attack as well as how players should calculate odds in Axis and Allies.

Two fighters versus one infantry, 1/4 chance both fighters miss, 2/3 chance infantry misses.

1/4 chance both fighters miss, 1/3 chance infantry hits.

3/4 chance both fighters hit at least once, 2/3 chance infantry misses

3/4 chance both fighters hit at least once, 1/3 chance infantry hits.

So 2/12 no hits, 1/12 fighter dies, 6/12 infantry dies, 3/12 fighter and infantry die. But we ignore the first result, because if everything misses,the battle just repeats. And if the attacker thought the attack was a good idea in the first place, nothing chanced, so they have no reason to call off the attack.

Since we're discarding the all-miss outcome as a significant outcome, we now have fewer outcomes - that we're considering, anyways. So the denominator changes, we now have 1/10 fighter dies, 6/10 infantry dies, 3/10 infantry and fighter die. Make sense?

So 1/10 chance utility -10, 6/10 chance utility +3 (the territory can't be captured by air, so only the cost of the infantry is counted), 3/10 utility -7 (lose a fighter -10, kill infantry +3)

As an aside - correctly, a player should understand these numbers do NOT reflect what is a good or bad battle. It ONLY represents the cost of the units involved. Imagine you have a car that costs twenty thousand dollars, it can be rendered inoperative by removing a part worth fifty cents. But the car can still run fine even if a few thousand dollars of nonessential parts are removed. So remember not to focus too hard on the simple costs.

Anyways the costs *do* reflect *some* indicator, if you don't have some tactical reason to carry out the battle *and* it's cost inefficient, then might as well not do it right?

So think on it. 1/10 of -10, 6/10 of +3, 3/10 of -7. Multiply it out and add, and you get -13/10. (-1.3) On a unit count basis, the odds of the battle are favorable. But the expected cost/benefit for the attacker is negative. So it's not a particularly sound attack. (Mind I didn't see the game, and maybe there was good reason for the attack - but absent more information I'd call such an attack "greedy" - that is, it risks too much for a small gain.)

Anyways returning to the topic of the quoted post and the part of my response regarding probability. If using a tool like AACalc, the player gets the impression "95%! that sounds pretty good! let's do it!" But actually as you can see above there's a 1/10 chance a fighter dies yet the infantry survives. Then what happens?

Using similar math to look at 1 fighter versus 1 infantry, we have, ignoring the miss chances, 1/4 fighter misses and infantry hits, 1/4 fighter and infantry both die, 2/4 fighter hits and infantry misses. -11/4 (-2.75). The negative utility is even higher.

So this is where a player needs to understand how AACalc works. Only the overall percentage of attacker winning is output; running the battle to completion assumes battles are to the death. AACalc doesn't know the first casualty results, and folds the whole thing into a single output.

But that is NOT how the tactical evaluation really works. A player doesn't have to "fight battles to the death" and *shouldn't*. Rather, a player should consider the first casualties inflicted and how those change the expected outcomes.

So in AACalc terms, the program "looks" at the battle, figures there's 90% of two fighters killing the one infantry. Then in the 10% case that the two fighters *don't* kill the infantry but a fighter dies, the program runs the new battle of one fighter versus one infantry (which has far worse odds, right around 50% that the attacker escapes unscathed). So you get 90%, plus 50% of 10%, or 95%, which is right about what you see as AACalc's output.

But REALLY, if a player's gone in on that battle, if that 10% result comes up and a fighter dies but not the infantry - SHOULD the player try to go 1 fighter versus 1 infantry? Probably not. The net utility is pretty negative. So maybe the player decides to withdraw if that happens.

What I'm getting at is what looked like a 95% "win" (pretty comfortable) is often thought of as a "comfortable win margin", and players using tools may make decisions on that basis.

But actually the player should understand - especially in this example - that there's a 10% chance of failure, and IF it fails, the unit value of the attackers is very high - and there's no cheap fodder infantry for the attacker to lose as casualties in place of those extremely expensive fighters.

The takeaway is - instead of a "95% win", the takeaway is there was a 10% chance of not just failure, but EXPENSIVE FAILURE. So it was probably a bad risk.

And the other takeaway is 10% isn't likely, but it *is* reasonably likely to happen, especially in a game that has fifty to a hundred battles. And if that 10% happens, so be it, but then if you want to take a 50% battle and are surprised when that doesn't come out, that's gambler's fallacy.

Which I'll note is NOT the same as the INCORRECT distorted dismissal that ALL RNG complaints are "gambler's fallacy" Correctly, gambler's fallacy applies to small case scenarios in which odds are independent of one another.

"The Law of Large Numbers" (it isn't really a law, it's more like really likely guidelines . . . ) has numbers gathering around an average over time. When players legitimately write about RNG concerns, it's not a question of gambler's fallacy, it's a question of the PRNG violating the law of large numbers with disproportionate unlikely results.

Anyways - for this PARTICULAR complaint, real talk, if it was two fighters attacking one infantry - yeah, it's unlikely that an infantry gets a hit before a fighter, but it does happen. 10% isn't crazy odds. And if the attacker presses with one fighter against one infantry, 50% is not crazy odds at all.
jchatton 2020 年 6 月 28 日 下午 2:03 
引用自 justinrenna
I have lost another game due to dice. This opponent did not win due to skill. He won from an insane number of one's and two's rolled, while I had an insane number of fives and sixes. I read a lot of complaints of Ongoing(we all realize things happen, and have all seen improbable dice. We've all played that guy that can roll a one on com and) improbable dice. So if there are players out there with 80 and 90% win percentage, what in the world are they doing. I don't want to hear about strategy. Strategy is meaningless when you roll 80% fives, and your opponents roll 80% two's.
No doubt there are die issues. Each attack is also not independent. I have watched how dependent the last "lucky" roll was and know the next attack will reverse. I nearly pray for failure in a less important battle, knowing the important one will get better rolling. I do think I need to do a better job of retreating whenever the dice are stacked against me and I see it.... Very frustrating that the dice are not independent in each roll. The random number generator needs a major reboot.
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