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1v1 Template Contest: 11/4/2015 19:29:13

wct
Level 56
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Actually, Nackickwind, in another sense of the word, it is the *most* about managing risk, since risk is inherently about probabilities/likelihoods, and it's more challenging to manage risk in a game with many likely outcomes than it is in a game with only relatively few.

In other words, if you already *know* the outcome of a move, then there is no risk involved in it.

I think you'd have a better case by focusing on the word 'strategy', which *can* mean 'reducing risk as much as possible', whereby the less luck the game has involved, the less risk by its very nature, and therefore such games are *automatically* less-risky and thus more-strategic, by that definition. But then words have different meanings, and 'strategy' can also mean something like 'managing risk as much as possible', in which case, more luck could be called more strategic. ;-)

I've seen this forum debate these def'ns in the past and I doubt it will be easily resolved. Hence my original question.
1v1 Template Contest: 11/4/2015 19:35:15

Ollie 
Level 62
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calculating risk to attack with 3 or 4 is risk calculation. With 100% luck it is possible to fail a 10vs1 attack. How is that strategic in any way? It would be easier to just make a game on the duel map cause both are lotteries but duel is way quicker
1v1 Template Contest: 11/4/2015 19:40:40


Nackickwind
Level 64
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Well like Ollie said, 100% luck is kindof purely nonsense :P. Managing risk is possible with a little luck involved but when there is so much, management is simply impossible. 100% has probabilities yes, but failing a 10vs1 should not be considered normal by any means. So unless you are playing with persons who are used to playing with that much luck, and consider their attacks following it, then yes, 100% can be considered strategic :/.

But seeing that 90% of the players play with SR, I think 100% luck would just be horrible for about everyone. Well that's the thing, with 100% you can never really know the outcome of a move, unless you have about 10 times more income than your opponent ( might be an exaggeration).
1v1 Template Contest: 11/4/2015 19:52:01


Beren Erchamion 
Level 64
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@Sephiroth, the map has been changed since then. I'll post a game when I get home.

Edited 11/4/2015 19:52:16
1v1 Template Contest: 11/4/2015 20:12:46


Apollo
Level 58
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nice idea, I wouldn't mind playing that
1v1 Template Contest: 11/4/2015 20:34:57


Nackickwind
Level 64
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https://www.warlight.net/MultiPlayer?TemplateID=742380
Alright here's my first submission, first of many I hope.

Map: British Raj, Distribution: 3x6, Multi-Attack, Light fog Random Warlord Distribution, with two bonuses out of distrib, and every bonus except the 4 and 5 ones give one less income. Wastelands: 7x4, Cards: Abandon, starts with 7 pieces, and requires 7 pieces to be complete, coupled with Order Delay and Priority, both at 5 pieces.

This template isn't perfect so I appreciate any suggestions, it might need to be retweaked (originally the bonuses of 4 and 5 were upped to 5 and 6). In any case this template produces quick and vicious games, because to get decent income, you are obliged to combo a 4 or 5. And in that way, counters can be incredibly fast, since there is light fog.

https://www.warlight.net/MultiPlayer?GameID=9781936
https://www.warlight.net/MultiPlayer?GameID=9781830

In any case, here are two examples of my last games on it.

Edited 11/4/2015 20:35:48
1v1 Template Contest: 11/4/2015 20:47:28

wct
Level 56
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calculating risk to attack with 3 or 4 is risk calculation. With 100% luck it is possible to fail a 10vs1 attack. How is that strategic in any way? It would be easier to just make a game on the duel map cause both are lotteries but duel is way quicker


Well like Ollie said, 100% luck is kindof purely nonsense :P. Managing risk is possible with a little luck involved but when there is so much, management is simply impossible. 100% has probabilities yes, but failing a 10vs1 should not be considered normal by any means. So unless you are playing with persons who are used to playing with that much luck, and consider their attacks following it, then yes, 100% can be considered strategic :/.


What's riskier? A stock (in the stock market) where there's zero chance you'll lose it all, and zero chance you'll have a big win? Or a stock where there's a small chance you lose it all and small chance of a big win? Clearly the latter.

You can easily argue about the word 'strategy', but not so easy to argue the word 'risk'. Just trying to hammer that point home. I don't necessarily disagree with the rest of what you said.

And, BTW, 100% luck doesn't mean uniform probability distribution, it simply means that it's an unmodified binomial distribution. You can still do all sorts of *strategic* reasoning about probabilities, means, and variances. :-)

P.S.: I think I've had my original question answered well already by szeweningen. High luck could be considered strategic. I guess it's up to the scenario maker to put forward a good case.

Edited 12/7/2015 09:14:46
1v1 Template Contest: 11/5/2015 04:01:10


Scotty 
Level 58
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It seems fair...

Kind of like this game:
https://www.warlight.net/MultiPlayer?GameID=9783557
1v1 Template Contest: 11/5/2015 11:56:53


Ottoman Emperor
Level 59
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i think every luck ( WR or %16)are bad.i hate losing because of luck. and i hate winning because of luck too.
1v1 Template Contest: 11/5/2015 12:03:54


master of desaster 
Level 66
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Ottoman saying luck in general is bad is blasphemy. I agree on everything higher than 16% luck. Bit below it just requires more skill to win despite of bad luck. Games are very rarely decided by luck. If you lose there was often just a better option on the board.

Edited 11/5/2015 12:05:12
1v1 Template Contest: 11/5/2015 16:50:35


Widzisz • apex 
Level 61
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What if the template was changed by few different people?
Example:
I created 1vs1 on tic-tac-toe map with negative bonuses and gift cards, but right now most popular version is the one altered by someone else (CharlieBrown I think). Are there any rules on who can / can't claim the prize in such scenario? Original version is more important? Or better version win? Or maybe only the one posted in this thread matter in the contest?

Edited 11/5/2015 16:50:56
1v1 Template Contest: 11/6/2015 18:30:13


Fleecemaster 
Level 59
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*Copies Widzisz's template*

*Gets credit*

*Profit*

PS, I have tested my template with Skull and it seems to work fine as a 1v1 :) I'd like some more testers to help me with any potential tweaking (I was also thinking about adding in Wastelands)

Any takers then please message me and I'll set a game up :)
1v1 Template Contest: 11/7/2015 13:23:55


Nackickwind
Level 64
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https://www.warlight.net/MultiPlayer?TemplateID=743556

Alright second submission :/. It's a template where you have 0 base income, and picks are limited, so you need to get a bonus first turn, otherwise you lose. You'd have thought that this would lead to stalemates, but it doesn't, as 9x3 picks imply you cannot take over your opponent's picks, and actually forces you to play "risky" to win.

Another example:

https://www.warlight.net/MultiPlayer?GameID=9799916
1v1 Template Contest: 11/7/2015 14:44:07


ChrisCMU 
Level 61
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When is the deadline? I am working on one
1v1 Template Contest: 11/7/2015 15:16:55


Legi
Level 57
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Deadline is the 30th of November.

i'm working on one too.
1v1 Template Contest: 11/7/2015 16:40:48


szeweningen 
Level 60
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@Widzisz

I don't know how to solve that problem objectively, I'll just hope we won't see plagiarism in this contest. Overall I want the finished product, however if the idea/template is too similar to an already existing one, things might get dicy.
1v1 Template Contest: 11/7/2015 17:57:52


Master Turtle 
Level 62
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1v1 New York Small (https://www.warlight.net/MultiPlayer?TemplateID=742636) Inspired by the template used in a WGL used a long time ago and from the template used in Andy903 and Dom365's Warlight League...

I made several changes...
Normal Fog, 3 Territory starts with 4 armies each, 5 base income, 7 wastelands of 4 armies, 2 army neutrals, 0% SR, Cyclic...


Game examples:
https://www.warlight.net/MultiPlayer?GameID=9804729 (vs Yussif Hero) this game was a higher income game with less brawling involved....

https://www.warlight.net/MultiPlayer?GameID=9804627 (vs TeddyFSB)

https://www.warlight.net/MultiPlayer?GameID=9801628 (vs Muten Roshi)

https://www.warlight.net/MultiPlayer?GameID=9801564 (vs Sultan Kosmitow)

https://www.warlight.net/MultiPlayer?GameID=9783598 (vs Nackickwind)

https://www.warlight.net/MultiPlayer?GameID=9784504 (vs Dragan) a noob.

https://www.warlight.net/MultiPlayer?GameID=9784462 (vs ppaamm) a noob.

https://www.warlight.net/MultiPlayer?GameID=9777478 (vs Master Ryiro) This was on older settings.

https://www.warlight.net/MultiPlayer?GameID=9777418 (vs Master Ryiro) This was on older settings.



Switching up the template so that there are only 4 wastelands...

Edited 11/8/2015 20:10:18
1v1 Template Contest: 11/8/2015 13:51:17


Φιλώτας 
Level 62
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https://www.warlight.net/MultiPlayer?TemplateID=744648

phillipines map 1vs1

perhaps the attack/fefence ratings need some minor changes in this template

Edited 11/8/2015 17:02:53
1v1 Template Contest: 11/8/2015 20:04:45


Sułtan Kosmitów
Level 64
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So far my favourite are both Nacks templates (from posted here (and with valid links (Glamorous)))
1v1 Template Contest: 11/8/2015 21:19:26


Master Turtle 
Level 62
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Nack you got a decent template with Macedonia and no starting income but I think a smaller map would be better and distribution changed if possible??? https://www.warlight.net/MultiPlayer?GameID=9809298 didn't seem balanced to me.
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