The game calculates the random seed on the client side during spawn. Randomness is recalculated after a player is eliminated. Eg.. in a 6 player game, each player is distributed a random seed value between -1.0 and +1.0 the total value between all players equals 0. So it would be something like -0.5, -0.3, -0.1, +0.2, +0.3, +0.4. When the player with -0.5 is eliminated because of bad random seed (bad dice), this is reset to something like -0.4, -0.3, +0.1, +0.2, +0.4 and so on and so forth. The game does display actual dice roll odds, but it doesnt actually use those odds, except for in the 100% and 0% rolls. You need to take actual odds and multiple by the random see on your client. This is the reason why caps are broken and the reason why the slider helps you minimize losses in an overkills scenario. They need to either update the client to allow a true random calc, which they wont cause calcing random on client is expensive or calculate rolls on the server which they havent cause the game was never designed for multiplayer in the first place. Btw, why do you think bot odds perceived to be better? Hint, its the same reason you recognize bot motion.
Your theory predicts that if you lose a 2 on 1 roll in a game, you must also lose all other 2 on 1 rolls until someone is eliminated. This does not happen. I don't personally know about randomness on client or server side, but it would never be implemented as "between -1.0 and +1.0" with lower numbers corresponding to "bad dice". Instead, the "seed", which is a *seed* and not a permanent luck factor, is transformed by some chaotic operation each time randomness is applied. This means that -0.5 and -0.5000001 get transformed into completely different numbers for the next use, e.g. 0.6374428 and -0.9520163. Thus getting a random seed is like getting a massive stack of random numbers at the same time, which are correlated in a humanly imperceptible way. "caps are broken" and "slider helps minimize losses" are also not to do with the generation method nor the nature of randomness, but with illogical formulas in balanced blitz. You are much less likely to see an even roll on a 50 cap in true random.
@@Speedsterino I had another one while ago , my cap was 7 in the first turn and someone smacked it with only 4 troops and he almost managed to take it , he left me with one troop 😭
had some good laughs to this one, thanks
brutal dice
The game calculates the random seed on the client side during spawn. Randomness is recalculated after a player is eliminated. Eg.. in a 6 player game, each player is distributed a random seed value between -1.0 and +1.0 the total value between all players equals 0. So it would be something like -0.5, -0.3, -0.1, +0.2, +0.3, +0.4. When the player with -0.5 is eliminated because of bad random seed (bad dice), this is reset to something like -0.4, -0.3, +0.1, +0.2, +0.4 and so on and so forth. The game does display actual dice roll odds, but it doesnt actually use those odds, except for in the 100% and 0% rolls. You need to take actual odds and multiple by the random see on your client.
This is the reason why caps are broken and the reason why the slider helps you minimize losses in an overkills scenario.
They need to either update the client to allow a true random calc, which they wont cause calcing random on client is expensive or calculate rolls on the server which they havent cause the game was never designed for multiplayer in the first place.
Btw, why do you think bot odds perceived to be better? Hint, its the same reason you recognize bot motion.
Your theory predicts that if you lose a 2 on 1 roll in a game, you must also lose all other 2 on 1 rolls until someone is eliminated. This does not happen.
I don't personally know about randomness on client or server side, but it would never be implemented as "between -1.0 and +1.0" with lower numbers corresponding to "bad dice". Instead, the "seed", which is a *seed* and not a permanent luck factor, is transformed by some chaotic operation each time randomness is applied. This means that -0.5 and -0.5000001 get transformed into completely different numbers for the next use, e.g. 0.6374428 and -0.9520163. Thus getting a random seed is like getting a massive stack of random numbers at the same time, which are correlated in a humanly imperceptible way.
"caps are broken" and "slider helps minimize losses" are also not to do with the generation method nor the nature of randomness, but with illogical formulas in balanced blitz. You are much less likely to see an even roll on a 50 cap in true random.
@@danielspivak3926 your premise based on what the theory predicts is wrong. But i will read the rest of what you wrote out of respect.
Sometime the game absolutely wants you to lose. I’ve had the worst string of luck with dice and cards the last week.
It was opened in 2004. The jets didn’t move in until 2011
Not so ez 😢
Caps dice is broken , today I smacked 8 troops into 13 to weak it it succeeded 😅
Thats absolutely illegal haha :D
@@Speedsterino I had another one while ago , my cap was 7 in the first turn and someone smacked it with only 4 troops and he almost managed to take it , he left me with one troop 😭
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Immer nur Bech
hahaha