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    Posts made by aardvarkpepper

    • RE: Season 3 Launch: Patch Notes + Development Letter

      @Boston_NWO said in Season 3 Launch: Patch Notes + Development Letter:

      if you look in aggregate, it’s a very consistent cohort of players who are at the top . . . The variance in the dice are a factor in game outcomes, but player skill is the dominant factor on who wins.

      Suppose I re-interpret your statement. Would it be fair to say your claim is the same players consistently top the ladder, that you argue those players possess skill, and that consistent performance indicates skill must be the dominant factor determining rank?

      You know me. I pick things apart. So if you agree here but disagree later - no problem. We’ll just say I didn’t convey the case properly.

      But if you DO agree - there’s a few big gaps.

      First - I don’t think rank is necessarily an accurate reflection of skill. I don’t mean to discount your 90% winrate. Sure, you are very skilled, well done and all. BUT consider. Rank degrades. Ranks measure wins and losses over time. Wins and losses can result from things other than simple skill at the game.

      Such as? The 24 hour clock. Depending on your work, family, and other commitments you may not be able to make a particular check-in. And if you don’t check-in, you can lose not just one game - but all ongoing games.

      Or wealth. Typically I have access to computers on different networks at different locations, and can travel between those locations at will. If my internet goes out at one location - I can just go to another location to do what I want to do.

      Or time. If you don’t play a certain number of games, you just won’t get your rank up that high. But you can’t play those games if you just can’t make the time. You could be skilled as anyone, but if you just don’t play a lot of games, that skill won’t be reflected in your rank.

      Or the rank decay system. Now, it’s not enough that a player plays games to get rank - they have to play games at the end of the season to minimize rank decay. That means control over one’s schedule.

      Let’s assume the top players are skilled. All right. But the fact the top-ranked players doesn’t change much doesn’t mean dice results don’t matter. It may just as well mean that these other factors - clock, wealth, overall time, control over schedule - are also contributing factors, and those factors narrow the pool of players that may conceivably take the top spots.

      Sure, dice effects would widen the pool. But other factors can narrow the pool.

      The size of the population needs to be considered as well. If you’re consistently top ten out of a playerbase of a few hundred thousand, that’s different to being top ten out of a playerbase of a thousand.

      So out of a population of a thousand - suppose we’re not asking who the most skilled players are. Suppose we ask of the reasonably skilled players, who has the wealth or connections to be able to travel at will to multiple locations and so avoid missing checkins due to network outages, a good deal of time on their hands so can play a great number of games necessary to achieving a high rank, control over their daily schedule so they can avoid missing checkins as a matter of routine, and control over their schedule as a whole so they can schedule more time to play more games at the end of a season? Might it be . . . . ten or twenty players?

      Looking at things that way - sure. We can agree skill is a factor in game outcomes. But we can’t necessarily say that the same players topping the ranks each season is a result of skill outweighing dice, as there are other factors involved.

      I could have made this post FAR shorter. But come on, do we really need a “git gud at logical arguments” post in addition to “git gud at dice” posts? Nah. And you know ol’ aardvark. I dunno about RAVING, but I do like me a good rant.

      Anyways, congratulations on your 90% winrate and ranked placements in both seasons so far.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Season 3 Launch: Patch Notes + Development Letter

      @DoManMacgee said in Season 3 Launch: Patch Notes + Development Letter:

      I’d hesitate on having any mode with this setting replace the core “ranked” ladder though,

      “our development team is working on a “Stabilized Dice” option for the game.”

      OPTION.

      @DoManMacgee said in Season 3 Launch: Patch Notes + Development Letter:

      side-steps the arguing and ranting and raving about dice and whatnot

      Cute how you’re above it all. Well, you don’t have to get YOUR precious little hands dirty. Just leave that to ol’ aardvark.

      @DoManMacgee said in Season 3 Launch: Patch Notes + Development Letter:

      Thanks as always for popping your head in here and taking the abuse you take. I don’t envy you.

      you’re welco-oh, wait, that wasn’t to me was it.

      Wrap your head around this. I hit details up as much as I can, I don’t shirk. You can say I go on. You can say I’m outspoken. But just try to say I didn’t try to substantiate anything I said. If it’s called into question, or even if action isn’t taken, I dig in. I put in the time.

      And what of others? They say they’re above the discussion! If they don’t personally think there’s an issue - even if there MAY be an issue - there IS no issue. Then some say there’s “ranting and raving” or “text walls” or pejoratives. It’s very unpleasant and insulting - and it’s MEANT to be unpleasant and insulting. That’s the PURPOSE.

      Contrast to me. Oh yeah, I’m not very nice. But that’s a byproduct of natural response to seeing months of inaction, or to my belaboring the point to people that just don’t get it - and my resulting frustration (even if it IS just because I’m bad at explaining, I’m still frustrated that others don’t get it.)

      Sure, I’m not the greatest. But I’m hardly the worst of the population by far.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Season 3 Launch: Patch Notes + Development Letter

      @Brian-Cannon said in Season 3 Launch: Patch Notes + Development Letter:

      annnnnnnnnnnd still no fix for the dice

      @JuliusBorisovBeamdog said in Season 3 Launch: Patch Notes + Development Letter:

      Sorry, have you even read the link?

      @Brian-Cannon said in Season 3 Launch: Patch Notes + Development Letter:

      I have Julius

      @JuliusBorisovBeamdog said in Season 3 Launch: Patch Notes + Development Letter:

      Sorry, then why did you comment that way?

      I figured if I’m going to criticize a response - as I’ve always said, it’s very easy to criticize - much harder to state a specific course to follow that doesn’t likewise have issues. I cited what I considered wrong before, but not terribly detailed about why and what to do instead.

      “annnnnnnnnnnd still no fix for the dice” - drawing out the “annnnnnd” you could characterize as an attack - but consider the speed of developer response (months and months) and the evasion (even if not deliberate) and denial (even if the issue wasn’t understood). When one party behaves unreasonably, it’s not reasonable to act as if that party HAD been reasonable. So best - considering the context - just to let it pass. (Even without context, it’s STILL best just to let stuff like that go, if you’re representing a company).

      “Sorry, have you even read the link?” - terrible terrible response. Leading with “Sorry” could be a lead-in to an apology so is polite/neutral of itself. But the rest is just a vicious backhand. “Have you even read the link?” Not “Have you read the link”, which would be bad enough! But have you EVEN read the link? Did you EVEN bother to do the smallest modicum of what’s reasonable and appropriate? That’s the takeaway. As to “have you read the link” - of itself, that’s frankly insulting.

      You could perhaps get away with that level of insult on some level if the development letter REALLY DID exhaustively address a “fix for the dice”. But it doesn’t.

      Note there’s a difference between a representative of a company making an insulting assertion contrary to documentation, and a customer making an assertion that can be taken as insulting but that has LOADS of documentation.

      What would have been an appropriate response?

      1. Lead with thanking the person for their time, and acknowledging the legitimacy of the inquiry.

      Companies pay big money for metrics, and here’s someone that took their time - no matter how brief - to provide feedback. That’s stuff companies fight over, pay for, there’s scandals about people surrendering data - and here’s data, at someone else’s time and expense, provided to you, for free. That’s the mindset you need at the core. If you don’t have it, it’s going to reflect in your actions.

      1. If it is NOT POSSIBLE to acknowledge the legitimacy of the inquiry (for political reasons or whatever - say you don’t understand what they mean, or suppose you’re under orders not to respond directly to particular topics) - deflect. Not a blunt deflection that denies legitimacy - rather, a tailored deflection that acknowledges the question without directly responding, pointing to some way the customer feedback IS making a REAL difference, and pointing to some positive action that the developers DID take.

      (Note - even tailored deflections frankly wear thin after a while. Especially after months. There is really only so much you can do, and you really need written orders or a voice recording of orders telling you to use even tailored deflections if it’s on a months-long basis. You have to cover yourself after all).

      Example - suppose you can’t address the legitimacy of the dice at all (orders). Say you can’t mention the development team won’t be coming out with export tools (orders). Say all you can say is the team is looking at “stabilized dice”.

      “Thanks for continuing to provide your valued feedback. We continue to track and monitor all feedback for future development of 1942 Online and other potential Axis and Allies titles. At this time, the development team is working on planning and implementing a “stabilized dice” option that we hope players will enjoy.”

      And that’s it. Nothing more. If you get responses like “the development team didn’t do a good study” - don’t reply. Because you’re under orders not to - right? That’s why we’re assuming you didn’t answer that directly in the first place. (We could say you didn’t understand, but that’s less flattering so let’s just leave it, especially as the recommended action doesn’t change on that basis anyways). You tell the customer they’re valued. You say their reports make a difference. And on some level that’s true. If you’re just throwing out reports, surely you must empty your trash folder every so often. Or maybe you’re angry that you have to deal with so much whatever stuff. On some level - on SOME level - customer reports ARE being monitored. And if there were no customer feedback, you’d be out a job, and you don’t want that. So you DO appreciate and monitor feedback - on SOME level. SOMEHOW. That’s the truth. And if some legitimate offer comes along to pour two million dollars into the project (say), of course you’d bring it to your bosses (it would be weird that they weren’t approached directly, but whatever.) So yeah. You ARE monitoring feedback and providing it to the ones that are making decisions. On SOME level. This is just truth, okay. I don’t know how much repackaging it requires to BE the truth, but what does it matter? Then you end by saying the developers did something. And that’s the end.

      And when posters give you and the development team flak for not addressing this and that and the fifty thousand other things - JUST SAY NOTHING. If nothing is being done, they’re absolutely right to complain. Blanket denials work in SOME situations, but not after months of the same issue being brought up. It’s really a question of acknowledging or denying now - and if you answer a question but “evade”, it’s even WORSE than a TOTAL NON-ANSWER because once you go with a pseudo-response you’re digging yourself either into the hole of losing integrity, or making people think you don’t know what’s going on. Rather than dig yourself into that hole, you just stand on the ground you CAN be sure of - repeat again and again, this is what’s being done, we’re monitoring things, then after some months people will give you flak for literally nothing happening or even being announced, but what are you going to do? You don’t have an answer. So don’t try to give an answer. Just say this is what there is to be said, that’s an end of it, if you MUST acknowledge things, don’t attack their legitimacy, that just invites discussion and controversy and a whole bag of things you don’t want to deal with. Just leave it.

      “I have Julius” - straight. Hopefully you don’t find that insulting.

      “Sorry, then why did you comment that way?” - ugh. If I say “Sorry, why are you such a tremendous troll?” “Sorry, why are you a so and so?” Sorry, etc.". helps nothing - it just comes off worse.

      Here, you’re questioning why someone commented the way they did. If you genuinely don’t understand something, then you do have to ask a question. But saying “why did you comment that way” is normally interpreted as saying “you should not have commented that way, now provide justification for what you did (and even after you provide justification you’re STILL wrong).” Really! There’s a power dynamic involved, and nobody likes being stepped on - yet that’s exactly what you’re doing to others when you do that. Especially when it’s shaped as a question. Oh my, yes.

      So you have to write it differently. How? Again, remember - you want to acknowledge the legitimacy of what people are saying. You want to make them feel like their input is not only valued, but used in a way that makes a difference. Then you want to wrap it up trying to say the developers are doing their best and are, in fact, performing to reasonable expectations. Even if they aren’t. Especially if they aren’t.

      So - and again hopefully this isn’t following an unfortunate exchange involving something like “Sorry, have you even read the link?” - how WOULD you impart a question in a respectful way, if the act of questioning can itself be insulting? You have to make STATEMENTS.

      In this hypothetical - let’s someone said an issue wasn’t addressed. Suppose you thought it was. You asked for confirmation, they provide confirmation.

      At that point - you MUST NOT respond saying things like “why did you comment that way”? They made a statement. You HAD YOUR CHANCE to reply and inquire and shape the narrative. When they blandly repeat their original statement (even if in slightly different words), you MUST NOT repeat what you wrote. You HAD YOUR CHANCE. Whether it’s your fault for not imparting your meaning or their fault for not understanding, you’re the representative of the company. The question of who was ultimately responsible is irrelevant - as it’s going to land in your lap REGARDLESS. You’re the one that has to act in a professional manner. Only you! Doubling down and questioning customer actions is NOT the thing to do, ESPECIALLY not with a literal question that implies a power dynamic, and sticking a “Sorry” in front of that just comes off as a backhanded slap.

      Instead, lead with a statement that acknowledges what they wrote, and leaves the onus of not understanding on you. (Which is where it really is anyways.) Something like “Sorry, I thought by “fix for dice” you meant positive developer action to address possible differences between PRNG output and actual random numbers, which is something we intend to address with “stabilized dice”. I understand now that is not what you meant, but so I may address your question correctly, may I ask what, exactly, you mean by “fix for dice”? Please provide as much detail as possible so I may correctly understand and address your concern.”

      Again, a question is a power dynamic - but since it’s prefaced with an apology and a statement to clear up understanding that puts the onus of responsibility on you rather than the poster, it’s a soft sincere question instead of a hard confrontational question. Then at the end you again place the responsibility of understanding on you by saying you want to correctly understand and address the concern - the subtext is that you’re asking for details ONLY BECAUSE IT IS ABSOLUTELY NECESSARY (which it is, especially if you don’t understand what they mean, which IS the case if they’re just repeating themselves).

      And notice how exactly “I understand now that is not what you meant, but so I may address your question correctly, may I ask what, exactly, you mean by “fix for dice”?” is structured.

      You lead with implication that YOU were at fault “I understand now” means you did NOT understand THEN. Then you say “so I may address your question correctly” - acknowledging that YOU are responsible for answering THEIR question, not the other way around. Only THEN, with those things ESTABLISHED, with the fault and onus ON YOU, do you ask what they mean. Which you did before, but you pack that all in one summary sentence to restate the point, make it REALLY clear you only ask a question in the interests of serving them - it’s not that they have any obligation to explain themselves to you.

      ==

      And with all this I want to make the point - this is out of Western cultural expectations for customer service. If you’re fluent in English, but operating out of Eastern Europe, say, then namby pambying around can be seen as weakness that wastes everyone’s time. Or if you’re operating out of China or India, you just say “this is how it is” and the subtext is “and be grateful you’re getting even this much!” Even in Western cultural expectations, operating a business often cuts to the point (especially if you have leverage). But this is Western cultural expectations for customer service, and you don’t have leverage.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Season 3 Launch: Patch Notes + Development Letter

      (continued)

      So again. Strategic bombing. Now think about 1942 Online - the game. The meta. The actions of the players. How does it manifest?

      The Russia player opens with a triple attack or a double attack (say West Russia / Ukraine) or a single attack (say West Russia). The meta being what it is, I say triple attack is too risky, and I say MOST players will do a double attack. (Agree, disagree, it doesn’t matter - this is for illustrative purposes, the important concept is the R1 meta stabilizes around relatively few lines of play. Which it does. Especially without a preplaced bid. Sorry, just my little jab there.)

      That’s an important point. If players literally had an infinite number of valid choices, then that would change the actions - which would change the particulars of dice calls - which would mean lines diverge. But players do NOT have infinite valid choices. Just a few. Their behavior “clusters” - which is different to random number clustering, but to be noted.

      So let’s say in a particular game, R1 West Russia attack rolls 13 dice for attackers, 6 dice for defenders (or whatever), then 11 dice for attackers, 3 dice for defenders (or whatever). Let’s say the R1 attack resolves after 45 dice are rolled.

      Then let’s say in ANOTHER game, an identical R1 attack resolves after 41 dice are rolled, another game 47 dice - whatever.

      Then let’s say in ANOTHER game a slightly different R1 attack on West Russia resolves after 43 dice . . .etc.

      What I’m getting at is even in all these different games, you get convergence of the number of dice rolled - and even though you have “randomness” in the PRNG, the game mechanics themselves lead to convergence. If the PRNG DOES generate something like X hits of Y attempts for infantry SOMEWHAT “fairly”, then with a great amount of data, results converge - just like how large amounts of data of binomial events converge on the binomial distribution.

      And yes, probability is what it is so there’s no “certainty” - but as I wrote many many months ago, though you can’t definitively declare “our tests show there is no issue” (remember that?), you CAN say things like “our tests with this dataset indicate there’s a 99.999999999% of there not being an issue”. And please understand, I literally mean that last number can be COMPUTED AND MATHEMATICALLY DEMONSTRATED - unlike other “references” that I’ve seen from developers stating there’s a “99.999% whatever”, which I’m quite sure are NOT actually calculated.

      Right. So we know human player actions cluster, we know the PRNG clusters, we know the PRNG generates a limited range of sequences of numbers, we know mathematically this MUST result in bias. The question is, again, though - not whether there is bias - but is there bias in EXPRESSION?

      . . .and the answer is chained to the IMPLEMENTATION of the PRNG.

      Suppose you say that the PRNG grabs a new time seed every time. You may recall the developers releasing a statement they tested whatever billion or something PRNG outputs. And . . . . that was drawn from in-game data? (Maybe not). Contextual data? (Almost CERTAINLY not.) What was the period of the data? That is, say the first hundred numbers in ten million separate PRNG generated sequences of numbers were taken for analysis. But if the game doesn’t call through an entire first hundred numbers then that’s quite useless for testing the validity of the PRNG in actual application. And if the game doesn’t jump to a random point in that hundred number sequence, then you’re going to get clustering. And if the game DID jump to a “random” point, then of course that “random” point is itself determined by a PRNG, so you’re back to clustering of clustering problems again.

      So back to the expression. You remember I said we can EXPECT to see PRNG output clustering (and if we can’t, again, that of itself is a problem). And I said human behavior means inputs to the PRNG are also clustered. So that means if a player IS strategic bombing, they’re probably pursuing much the same strategy time and again. Make sense? So depending on how exactly the PRNG does manifest, it is entirely possible that the player will be punished for, say, strategic bombing, time and again.

      You could point to second order analysis, you could say all the numbers come out in the wash - but they DON’T, not really. It IS possible that a player’s strategic bombers get shot down again and again and again - and given the described implementation you should be able to see that IS a distinct possibility because of clustering of clusters - then of course they’re going to think there’s an issue. Because there IS ACTUALLY AN ISSUE, STATISTICALLY - even if second-order analysis simply doesn’t detect the issue at all. And I’ll say AGAIN - it depends on a particular player, how they particularly play, because their clustering of behavior changes the calls to the PRNG which is itself clustered - so a reported issue from one player that IS statistically legitimate will not be able to be replicated by players that don’t emulate exactly the same behavior. (See, again? You must have data export.)

      So returning to what I said was the public address. Rather than saying “we looked at customer complaints and switched out our PRNG (tee hee!)” I’d set up a REAL battery of tests using the ACTUAL data from complaining players - and if that wasn’t in the budget, I’d just not say anything - at least not without written records that I had protested, and written orders TO say what was said. Because again - if you want to do blanket denials, that DOES work in SOME situations, but when there’s legitimate complaints that remain unanswered for months, something else needs to be done.

      ==

      Look. I get that if Beamdog doesn’t want to put out tools, okay. That’s a lotta work. Expensive. But if you’re seriously going to go with “xorshift128+ did nothing wrong”, you’re going to have to draw data from IN-GAME. There’s just way too many holes in the methodology if you don’t. (And I’ll note - if you do draw data, best have separate tests for platinum, gold, silver, bronze, and wood. I won’t elaborate here unless asked).

      If you want to put out a statement addressing those that DO want to look into it - you’ll want to say something like how many time seeds the PRNG uses, how the time seed is generated (whether it’s on the second, whether each battle uses a different time seed, or when exactly the time seed argument is passed to the PRNG). The obvious problem is people will say if you put out that information, that’s going to potentially give hackers more information - but for heaven’s sake if they’re reverse engineering they can work it all out anyways, plus it’s already been released that xorshift128+ is the core, if people are going to hack a wee bit of general information that they probably already have (and more besides) shouldn’t make a difference.

      And for heaven’s sake, in most Western cultures replies like “have you even read the link?” and “why did you comment that way?” are interpreted as NOT at all being sincere. They’re read as combative passive-aggressive rhetorical questions along the lines of “you haven’t read the link” and “you shouldn’t have commented that way (if you’d even bothered to read, which you didn’t.)”

      I mean, I should know. You may recall my saying “some reading needed to be done” or similar on Steam forums and being warned for being “offensive”. So if I’m “offensive” if I’m a person that’s not representing an entity and I have documentation to back up that reading wasn’t done - then what of someone that IS representing an entity combatively asking if someone even read something, but then actually looking into it and seeing yes probably the reading WAS done?

      You can see how that’s much worse, yes?

      Look, I know, I’m disconcertingly up-front. But I want to be clear I’m not trying to get you in trouble. If I had that in mind, I’d just grab a load of screenshots and contextual documentation, add a summary and commentary, and send it on all over the place. The way I figure it, you’ve got a tough job, and at least even if you don’t have all the mathematical or contextual background, you HAVE at least been around for months - and if you were replaced, who’s to say the replacement would be any better? So if I can help by maybe answering questions that I think were left unanswered okay, I don’t have to make a big thing of it, you know? I do what I can, you do what you can, let’s all get along, etc.

      But I can’t do anything about stuff like not getting the legitimate mathematics and argument behind complaints - nor can I do anything about combative responses like “have you even read the link?” Nor can I really play off blanket denials and evasions over the course of months as being a good answer.

      And think, am I just pretending to try to be fair-minded? When I say the developers don’t do certain things, you know I don’t say things like “ach, the developers are hopeless idjits”? I always say things like “developers have to set priorities given their budget”. True. Am I endlessly pestering for transparency and dates? Months ago when it was said a developer response on dice was upcoming - I COULD have cited your and Cody’s later responses and made a big point of how the developers were up to their usual denial games (you remember a response (not you) that said something like “PRNGs can’t be distinguished from random numbers by humans”.) Goodness knows I COULD have ripped into that, I WANTED to - and you know that’s EXACTLY the sort of thing I CAN and HAVE jumped all over - but I didn’t. I just shut my mouth and waited for the developer response. I reasoned I didn’t need to feed any controversy, if the developer response was good (and I bet it wouldn’t be, but I didn’t SAY that at the time), then great. If the developer response was NOT good, then I could take it up at the time. Is that the behavior of someone with an axe to grind, or the behavior of someone that DOES want to give the developer a fair opportunity to respond (and even MORE than fair I’d say really.)

      I could have played it very hard, but I didn’t. Not at all. So when I say let’s try to work it out, is that just me playing games, or is that how it is?

      But then, if I am trying to work things out - if I say that things could be improved in the public relations department, if I say there is a legitimate case which isn’t understood - perhaps instead of dismissing what I’m saying out of hand, you might try to believe I’m NOT actually trying to rake you over the coals - maybe I REALLY DO believe what I’m writing. (Which I do.)

      And I’d say even if you are being told by some people that there isn’t an issue - I’ll respond - do those people have a heavy mathematics background? Twenty plus years of experience with Axis and Allies? What of training in psychology? Marketing? Programming? Understand my responses typically combine all these disciplines. That’s perhaps why I see issues where others don’t - not because there ARE no issues, but because I just have more experience in different disciplines.

      For example? You remember I said months ago that the PRNG issue was a public relations issue. That didn’t mean it could be answered with simply “public relations” - as with any question of practical issues, that meant the practical aspect had to be addressed. If a local politician has a “public relations” issue with not being able to obtain federal grant allocation, they can’t just respond all the time with a blanket “it was looked into, it just didn’t work out”. The REAL issues need to be looked at - WHY did federal grants go to surrounding counties but NOT the local? Why couldn’t this be resolved? Is it because the county in question didn’t have the same level of infrastructure as other counties? Or did other counties call in political favors? What was the real reason? And even if the REAL reason can’t be mentioned for political reasons - at LEAST a reason that SOUNDS real needs to come out. That’s public relations.

      So there I said - look. How do people parse information? I say they’re not looking at individual dice results, they are looking at outcomes of groups of dice. Is that reasonable? Yes. It is. Then I say testing needs to be done on that basis (which as far as I know it totally wasn’t). Is THAT reasonable? Yes.

      Then I say HOW you PRESENT that information. And I know binomial distributions create a curve, I know actual data differs to calculated projected - even if we’re not talking about real live situations with unknown variables, you ARE going to get deviation between the two. So then I said - what? Instead of citing arcane things like Dickey-Fuller (which I don’t think really answer the question anyways) or “internal testing” - I said you present the information VISUALLY - which means people WITHOUT mathematical backgrounds can look at it. And yes, you could possibly create a false narrative with the data. I never said you couldn’t.

      And of course - mathematically - and you would need mathematics to know this - you can’t determine the validity or invalidity of a dataset to a given degree of precision if you don’t have a sufficient sized dataset to test. So you incorporate that as well.

      But returning to the psychology aspect - instead of having arcane non-answers which don’t work out mathematically for those that do understand the mathematics, and look like evasions to those that don’t understand the mathematics - you have VISUAL representation. If the datasets indicate there is no problem (which might NOT be the case - but again, if you have the datasets and analysis protocols that’s a lot of the work that needs to be done for an actual fix right there) - anyways, that VISUAL representation convinces a lot of people right there. And for those that DO dig deeper, the onus of alternate models is on them - because you CAN say (provided you DID have data exportation and analysis tools and visual representation) that the developers did everything that could reasonably be expected.

      As to programming experience - well, I wrote how PRNGs work in concept, and isn’t that true? Mathematics - clustering, isn’t THAT true? And twenty plus years of Axis and Allies experience - well when I say there’s no substitute for live defender decisions, I already outlined months ago how you CAN create a complete substitute but that’s so cumbersome to use it’s just as bad as the current situation, and if you do NOT have live defender decisions that changes defender ability to respond - and that affects everything from removing 2 fighters then 1 carrier then 2 fighters then 1 carrier etc if defending fighters don’t have a safe landing zone to taking preferentially Russian or UK or US troops as casualties, changing the units available to potentially do territory trading with air backup, to wanting subs NOT to submerge for a main fleet, but wanting them to ALSO submerge at other areas on the same round. Those distinctions aren’t something that very casual players are going to think important - but they ARE a distinct part of Axis and Allies play for veterans - and as I said, if you DID want to have a “casual” oriented Axis and Allies fine, but saying the online version is based on the 1942 v2 board game when there are actually a lot of differences! - well.

      And to wrap up - I know it’s a lot of text here. But let’s not shoot the messenger okay? I tried short versions, all the time. I asserted allied carrier use was important. Wasn’t accepted, so I wrote a whole treatment of the issue (and more besides). I said PRNG was a public relations issue. Wasn’t accepted so I wrote out the details of how I think it should be treated. I said the developers needed to hire a competent statistician to look at things. Wasn’t done. So what can reasonably be done? I stated things in brief, they don’t get traction. I say hire professionals, it doesn’t happen. I write out a great amount of detail - NOT EXHAUSTIVE by any means, but just the bare minimum to shape and inform the case - and I get called out for text walls. It’s like really now. I don’t have any skin in the game, is it expected that I personally underwrite the bills for the research or for hiring experts or to do the work myself?

      I understand I can’t expect people to understand decades of context from a few paragraphs. I understand even if the game generated up to four million in revenue that’s spoken for (to generate profits, if nothing else - and since it’s always a case of comparison with investments, maximum profit for minimum resource allocation is a reasonable goal). And I understand people don’t want to read a load of text. But reasonably, what else should I do or can I do?

      To quote Tolkien’s “The Hobbit”

      “What else do you suppose a burglar is to do?” asked Bilbo angrily. “I was
      not engaged to kill dragons, that is warrior’s work, but to steal treasure. I made
      the best beginning I could. Did you expect me to trot back with the whole hoard
      of Thror on my back? If there is any grumbling to be done, I think I might have a
      say. You ought to have brought five hundred burglars not one. I am sure it
      reflects great credit on your grandfather, but you cannot pretend that you ever
      made the vast extent of his wealth clear to me. I should want hundreds of years
      to bring it all up, if I was fifty times as big, and Smaug as tame as a rabbit.”

      It worked out for Bilbo and the dwarves; maybe things will all work out here too.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Season 3 Launch: Patch Notes + Development Letter

      (continued)

      And if some really nasty and disturbing allegations pop up? Say it’s alleged players are possibly reverse engineering the PRNG and exploiting it to get wins? You just take that head on and say something like “we agree that’s something that we don’t want happening” (again, acknowledging legitimacy) then say politely that basically nothing IS going to be done at this time, then move on.

      And yeah, okay, that’s not “nice”, you’ll get flak. But what’s the alternative? If you don’t acknowledge legitimacy, you get it brought up again and again and perhaps in great detail what exactly SHOULD have been done, then instead of people seeing “oh okay, that’s just how it is, we can all move on”, then people start thinking about the legitimacy of complaints - focusing on the wrong thing. Then from there the integrity and competency of developers starts to be called into question.

      Blanket denials CAN work early on, especially if there’s not much to feed the fire. But we’re past that point, there’s just too much history of legitimate concerns being played off, denied, or ignored.

      Suppose a higher-up had pushed for this switching between PRNG nonsense. Well, you don’t want to tell your boss “this is ****”, you kinda have to carry out orders right? But then, you have to anticipate the legitimate complaints and not compose a reply that has you walking face-first into a counter.

      So what IS the legitimate complaint? As I wrote, the complaints about PRNG tend to be nonspecific - but you must have specific criteria to test. If you don’t, you have no test! And if you say you tested without testing and can’t back it up when questioned - well.

      Suppose someone says “bombing is bad”. Does that mean INDUSTRIAL BOMBING AS A WHOLE is bad? Clearly not. The player is complaining about THEIR EXPERIENCE. But what does that mean? Perhaps a player REALLY means that AXIS bombing is bad. Or ALLIED bombing. There is a difference. More on that later.

      If you’re testing for industrial bombing, you have to remember the source of the report. Maybe a player plays Axis preferentially. (And doesn’t Beamdog’s own data support this?) Or maybe a player plays Allies preferentially. So when a player reports bombing issues - is Beamdog checking that specific player’s faction preference? And is Beamdog looking at that specific player’s data?

      I imagine not. But that’s okay - depending on how the response is worded.

      I mentioned there could be a difference between Axis and Allied bombing. Now I know, sometimes I get into these details and it’s probably tough to follow along. But here we go, so try.

      PRNGs calculate a sequence of numbers off a time seed. Repeated calls to the PRNG return later numbers in the sequence. Correct?

      Now it gets a bit tricky. We have to combine that with what we “know” about PRNG behavior, and 1942 Online’s implementation specifically.

      Let’s say that there’s what I call “second order complexity” - in line with what I wrote in that referenced Steam thread. Roughly, it means looking at the behavior of not a single dice, but an undifferentiated mass of dice. As I understand it, that is what Beamdog’s testing has constituted to this point.

      What DID Beamdog’s testing indicate? Something like a reasonably (?) equal(ish) distribution of 1s, 2s, 3s, 4s, 5s, and 6s. Yes?

      And this is exactly how I stated PRNGs ought to work. They’re SUPPOSED to do something like that. But - you remember I stated PRNG validity tests typically do NOT test for what I called the third order of complexity? You remember locking that Steam thread from another poster that referenced

      https://www.daxthink.com/think/2017/2/27/apple-made-itunes-shuffle-less-random-to-make-it-more-random

      As I wrote in other threads, the IMPLEMENTATION of PRNGs often tweaks the behavior to be satisfactory - and it is those TWEAKS that very much define the behavior of the output. That poster just cited a particular example, but it really IS how it works all over the place.

      So what we’re looking at is - we don’t HAVE tweaks to the output (though we will with “stabilized dice”). But as I wrote also, stabilized dice are off-brand so carry a stigma - and you’re still not addressing the fundamental validity of the core.

      Returning to what I call second-order behavior. So things are acting “predictably” or whatever on the second order. So it’s okay, right? Wrong. Because it’s the third order that matters.

      To use an analogy - suppose you test to see if a tree seed will sprout. What I call first order is you see if a single seed sprouts. Second order is you see if a lot of seeds sprout together. But you don’t run a farm on second order. If you just threw seeds randomly, you’d get clusters of plants, some plants would choke off nutrition to others. It’s only when you look at the third order - which is the farm in application - that you can test if the farm works.

      And we ARE testing for the farm. We’re not looking for ordered rows of crops - but we’re looking for an arranged group of distributions of groups of dice. If we were looking at a seed planter, THEN we might be able to stop at second order, by looking at the precise distribution of seeds at particular intervals. But the problem we have isn’t that simple.

      I wrote that third order works intuitively on a level similar to how HUMANS parse information. But you need to understand it isn’t the HUMAN component that’s the determinant for whether a dataset is aberrant or not. It’s the COMPUTATIONAL component that can be examined that is the determinant. There ARE criteria for “aberrant” and “non-aberrant”

      And what’s ALSO important is to understand - the model PREDICTS that PRNG behavior in application will NOT be like real random numbers.

      What? But . . . PRNGs are SUPPOSED to be like real random numbers. How can a model POSSIBLY predict that PRNG behavior is NOT like real random numbers unless that model is WRONG?

      But the model isn’t wrong. Just follow along.

      Suppose you have real random numbers. Real random numbers have “clusters”. Now the argument diverges. If PRNGs don’t generate clusters then PRNGs don’t properly emulate random numbers, argument ends (PRNGs are a problem). Agreed? So let’s look at what happens if PRNGs do generate clusters.

      I forget if it was the fictional Malcolm in Crichton’s “Jurassic Park” that used this example - but suppose you have twist a string. After a while, the string doubles back on itself and bunches up. If you keep going, those bunches themselves bunch up. You might not be able to predict how and where the first bunches form, or how and where the second bunches form, but there are common elements between one bunched string and another.

      So if PRNGs generate clusters, think about it like this. Suppose you “cut” the cluster by generating a new time seed. But you can’t take for granted that a new time seed is going to “solve” the problem. Unless you look at the behavior - and I mean really look - for all you know, the new behavior parallels the old. And if you don’t cut the cluster by generating a new time seed, that also may create problems.

      So what about the actual implementation of 1942 Online? I recall it being said that the game generates a new PRNG off time seed - but when and how exactly does that happen? (That’s a rhetorical question. Though I wouldn’t object to its being answered.)

      Suppose - just for argument’s sake - that the PRNG only references a time seed once, when a game is created. Then - again for argument’s sake - suppose the time seed effectively differentiates between only two states. We’re assuming that PRNG outputs cluster. So what happens if BOTH PRNGs cluster at similar points?

      If you didn’t think PRNGs could have problematic outputs before - that should give you pause. If it doesn’t, try reading that again until it really makes sense. If it doesn’t make sense, well, sorry, it’ll have to because it’s fundamental - and correct by the way.

      If you understand the string analogy, then you KNOW it’s not a question of “if”. We KNOW PRNG results bunch up - it’s even a prerequisite for this branch of the argument - and we know the bunched results themselves bunch up in turn. So it’s not a question of WHETHER both PRNGs cluster at similar points. It’s only a question of HOW MUCH they cluster.

      . . . and you can say the time seed differentiates between ten states or sixty states or whatever. It doesn’t matter. The issue is each generated sequence of numbers WILL bunch, and does that bunching behavior work analogous to real random numbers?

      But it almost certainly doesn’t.

      How can we know?

      If we have limited time seeds, then we have a limited number of generated PRNG sequences. Since we know there’s clustering - and clustering of clusters - we know that that limited series of sequences has some “bias” in the numbers - and again, if it DOESN’T then that ITSELF is a problem. There’ll be more “1’s”, say, than normal, or more “6’s” - or whatever. Yes? Agree on that much? Again - it’s true, and fundamental.

      So IF you agree - and you must, because you should understand that is NECESSARILY the case - then the question is how does this behavior MANIFEST in a game? And that’s the third order question, and the reason why there IS real potential legitimacy to complaints about PRNGs.

      Say someone strategic bombs. What does that mean? REALLY?

      Before that, a bit of recap. We’re assuming the PRNG generates a limited number of sequences, each of which has clustering, each of those clusters also have clusters, and as we do have a limited number of sequences, invariably the clustering CANNOT parallel actual random numbers. What we want, though, isn’t an exact parallel, but a reasonable emulation.

      (continued)

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Season 3 Launch: Patch Notes + Development Letter

      @Brian-Cannon said in Season 3 Launch: Patch Notes + Development Letter:

      annnnnnnnnnnd still no fix for the dice

      @JuliusBorisovBeamdog said in Season 3 Launch: Patch Notes + Development Letter:

      Sorry, have you even read the link?

      @Brian-Cannon said in Season 3 Launch: Patch Notes + Development Letter:

      I have Julius

      @JuliusBorisovBeamdog said in Season 3 Launch: Patch Notes + Development Letter:

      Sorry, then why did you comment that way?

      Have you read the link? He said there’s no fix for the dice and he’s right. There isn’t.

      I commented https://steamcommunity.com/app/898920/discussions/0/2845669419703896735/

      You can’t investigate PRNG validity if you don’t have data export, period. Data export is also necessary (there’s no substitute) if you want to screen for cheaters. Ideally - if you want to address the public relations which I said months ago was the heart of the matter - you need to have not only data export but tools for players to analyze data. And the developer letter has no mention of data export.

      What we DO see is reference to a “stabilized dice” mode. That may address some concerns, but is NOT a proper response.

      1. A separate mode is separate. It’s not the default mode, so is tainted. Better than nothing, but not the ideal.

      2. The “proper” response is to PROPERLY analyze if the PRNG does or does not reasonably approximate real random numbers, in the context of Axis and Allies. That has not been addressed. And yes, I’ve read the development letter QUITE carefully.

      "A DEEPER DIVE ON DICE
      For those of you who are interested in the technical side of our dice investigations, here’s a deeper dive for you.

      Axis & Allies 1942 Online uses a fairly common PRNG called XorShift128+ to randomize its dice rolls (for more details on XorShift128+, check out our previous post on the topic).

      [quote]In January 2020, we began to experiment with other algorithms— internally we were confident in our RNG system, but based on community feedback, we wanted to see if there were better options. Over the course of the Winter and early Spring, we compared three major PRNG algorithms:

      Xorshift128+
      PCG
      MersenneTwister

      All three systems returned similar internal test results (which was the expected outcome).

      Next, to help us verify whether or not we had a flaw in our game’s implementation of Xorshift128+, we decided to create a live, in-game experiment. With the release of each patch since February 2020, we’ve alternated between different PRNG systems to monitor whether the community feedback around the dice changed at all.

      Community feedback remained relatively constant throughout the changes to different PRNG systems. As of Patch 12, we have rolled the PRNG system back to the original XorShift128+ algorithm, as it appeared to be the most stable of the three options.[/quote]

      You may recall I said the testing regimen of just rolling a bunch of dice then counting the 1s, 2s, etc. was insufficient. I cited what I think IS a proper testing regimen in the Steam forum thread I referenced above. You need to draw from in-game data, you need to compare the results of groups of in-game data, parsed in groups that ARE meaningfully linked to in-game performance, against “ideal” projected calculation. It’s an entire order of complexity (at least) of difference.

      What do we really see with “deeper dive on dice”? Frankly it’s just a backhanded subversive attempt to undermine complaints. Note how the ACTUAL testing regimen is never specified. “All three systems returned similar internal test results (which was the expected outcome).” It’s a mistake common in academia, “scientific analysis” that EXPECTS a particular answer does partial interpretation of data in a way that supports the expected findings - instead of ACTUALLY analyzing the data.

      There’s been plenty of quotes that indicate that’s exactly what Beamdog did. I don’t want to throw stones here, but as recently as a month ago, Cody was saying things like PRNG outputs are incomprehensible to humans or something like that. What sort of scientific tests do you think could possibly be run if the lead on a task thinks the whole task is futile? And I could cite other quotes as well that indicate Beamdog never DID take the whole “analysis” thing seriously - quite apart from that section of the development letter, which is proof enough.

      For goodness sake, I understand higher mathematics wasn’t a prerequisite for being a community manager. Nor was twenty plus years of playing Axis and Allies to get the contextual background to interpret reports. But when you ARE looking for community feedback, and different people are saying things, does it make sense to dismiss what those veteran players are saying out of hand? Or does it perhaps make sense to REALIZE - that though many players aren’t articulate, maybe there IS something to what they’re saying?

      No no, let’s really look into this!

      And before digging into the development letter - I will point out that there’s a number of threads on Steam in which players say something, a developer response is made, then I write another response that actually addresses the concerns brought up in the original post. This is not a recent thing. It’s not something I really want to emphasize; you know I’m all about moving on. But we CAN’T move on if the people that need to do the job don’t see what needs to be done.

      And note - I’m not talking about UNDERSTANDING there’s an issue but DECIDING not to address it because of outside limiting factors. I mean NOT UNDERSTANDING THE ISSUE (really not understanding!) And again - it’s not just me saying this.

      "since February 2020, we’ve alternated between different PRNG systems to monitor whether the community feedback around the dice changed at all.

      Community feedback remained relatively constant"

      Okay. So here we have what I say is the typical developer response at this point - denial there’s an issue, no transparency into the actual testing procedures (so we’re really just supposed to accept developers at their word that there’s no issue - and mind, it’s not me that’s raising a fuss, it’s players, it’s posters, it’s your customers - if it WERE me, I’d be beating on stuff like inability to use allied transports and carriers (I’ve heard carriers will be implemented, but what about transports?), no live defender decisions (no seriously, it’s horribly limiting if you actually know how to play), removal of casualties after like-valued dice instead of at end of sub-phase. Those are my priorities. So all this - it’s just me saying “hey look devs, this is a thing, please look at it okay, it’s your customers.” It’s not FOR ME. Sadly.) Anyways all that, plus a smug little “ha ha we ran our little game on you and you didn’t even notice, there’s nothing wrong! lalala!”

      But what DID we really see since February? Well I was there, wasn’t I. Been there quite a while. Players complained about dice. And those complaints? Were often nonspecific. Think about that. Remember that. Because we’ll be getting back to it.

      Even in the case of players citing “industrial complex bombing” as having aberrant dice - and you may remember, I would repeat, again and again, players need to provide data! - those complaints were STILL nonspecific. Horribly so.

      If you have nonspecific complaints, there’s no way to check for correlations based on those nonspecific complaints. So just HOW, based on nonspecific complaints that did NOT have the data that would be necessary to reasonably form, much less test, hypotheses, HOW COULD ANYTHING SIGNIFICANT POSSIBLY BE TESTED?!!! You literally have no specific criteria to test! How can you run legitimate tests to check for validity if you’re not even testing for specific criteria?!

      . . . and the obvious answer? You can’t. And when you have a published letter saying that you CAN - all you do is lose any reputation for integrity. That’s the worst. The best you could hope for is people believing that even if you DO believe what you’re saying, that you just don’t know what you’re talking about.

      As I wrote in other threads on Steam - set up data export tools, set up tools so players can analyze data. And as I wrote before - it’s not even that you need to legitimately analyze the data properly. If you don’t, you’ll get in trouble down the line, but all you REALLY need to do is to have tools to “massage” the data you DO get into the narrative YOU WANT TO SELL, and thread that through actually correct statistical practices. You don’t have to lie, but if you’re selective about what truths you emphasize and the order of what the truths you tell, you can really shape a narrative, especially with data “analysis”. Then, as I’ve said, you tack on “what can we reasonably do?” - you HAVE the complete data, you have a framework for analysis, and if there IS some practice that you can do to improve it, at least you have the tools you need to tackle a new task - but others need to specify exactly what to look for. See? So if someone wants to change the methodology or criteria tests, they have to be very specific about what changes they want to make and why - and most critics of a system will founder right there. If they don’t, it still doesn’t matter, because you can just address whatever issue they’re identifying in minutes - as you have the tools to do so. And if you have nice easy-to-understand graphical representations of data that indicate there’s no problems, that’s a sellable narrative.

      Mind, there IS a possibility there really IS something wrong with the PRNG. But if you have the data to know WHAT is wrong, then at least you’re looking at an addressable problem - you know WHAT needs to be fixed, instead of the developer’s response that “you can’t analyze numbers” - ugh, that was bad.

      But suppose that isn’t in the budget? Okay. Then - instead of trying to spin the narrative that there’s nothing wrong, there’s not even CONCEIVABLY anything wrong - because if you’re not running credible tests you have no way of knowing - then you reply though there are legitimate concerns over the PRNG (note ACKNOWLEDGING LEGITIMACY OF COMPLAINTS), xorshift128+ is what will be used. Then you pop on a little addendum with REAL DATA about computation times, costs of outsourcing to get random numbers based on atmospheric noise, and the REAL LEGITIMATE REASONS why xorshift128+ in particular is being used despite its shortcomings. Then all the discussion stops right there - people don’t need to shout that no, it IS a serious concern, why won’t you take things seriously, irate aardvarks stop typing text walls explaining and substantiating positions - you just say look okay, we understand, you’re right, but this is how it has to be - and that’s pretty much it. Of course things can be re-opened at need, but eh.

      Note a previous developer response DID say “we’re not going to get into it”. But then too? That same response ALSO kept saying “there’s nothing wrong”. The developers handled the situation in an unsatisfactory way so customers didn’t allow the matter to close - and I don’t mean just me. There were responses on Steam forums like “I don’t care what the developers say, the dice are ****” or similar. Clearly that response wasn’t to the part of the developer statement that said the PRNG wouldn’t be changed. It was to the part of the developer statement that denied there was an issue.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Allies advice with an aggressive Japan

      Noticed Panther (I assume) moved this thread and put up a sticky in 1942 v2 forum. Good on him.

      @fenderbender4 Sent a PM.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Allies advice with an aggressive Japan

      @fenderbender4

      1. 1942 Online? Or TripleA?

      2. R1 hitting Ukr with everything possible leaves West Russia less secure. That doesn’t make it “wrong”, but it is something you should go in knowing, especially as if Germany does have odds on West Russia that opens the door to a lot of aggressive Axis openings.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      (edit - per djensen’s moderation 30 Sept 2020, deleted comments)

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      @Imperious-Leader said in How does Russia stay alive in KJF?:

      aardvarkpepper

      I have a new idea, i will pay pal you the $10 bucks so you can be a patron and submit your steam ID. Since in your post this was a huge impediment, i will overcome it!

      Now will you have a new excuse?

      What “excuse”? I’m under no obligation to post my steam ID (which can be readily found; there’s not a load of aardvarkpeppers), or my 1942 Online ID / number (which I don’t care to give out, and apparently someone’s been giving out my ID without my consent anyways :face_with_rolling_eyes: that’s another story).

      You’re the one that said there were “free” prizes, I only made the correction that one had to be a 2020 sponsor to qualify. That isn’t an “excuse”, that’s just attention to detail.

      Besides which, I have no intention of playing 1942 Online much, as it doesn’t have live defender decisions. Plus the game forces casualty allocation after each like-valued group of dice instead of end of sub-phase, I don’t like the UI, and there’s bugs (like fleet locking and yes I know about “hostile/friendly” sea zones - I hear there’s STILL fleet locking - and maybe teleporting transports last I heard, and most certainly buggy implementation of fighter / carrier moves.) It’s just awkward. I prefer the **** out of TripleA. So if I did post my 1942 Online name and ID, it would essentially be under false pretenses. :face_with_rolling_eyes: as I pretty well don’t intend to PLAY 1942 Online anyways.

      (though I’ll still comment on Steam because MAYBE the developers will make certain changes. Probably not. But it certainly won’t be said the developers didn’t implement a change I thought important because I didn’t bring it up.)

      How about this? I don’t want a 2020 sponsor badge or any of the prizes. But you donate whatever it would cost to be a 2020 sponsor to djensen directly, have him comment in this thread or PM me once the payment’s received, then I’ll play on whatever platform. Can’t say I’ve played an “A” game in quite a while - been years - but I expect even playing without tables and a buncha assists I won’t be as shabby as a buncha other players, for whatever that’s worth.

      Can’t say I think it’s worth it, but then it’s not my money.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      (edit - per djensen’s moderation 30 Sept 2020, deleted comments.)

      did NOT quote the part that mentioned a poster needs to be a 2020 sponsor as well.

      @djensen said in 🎁 20th Anniversary Give Away:

      As of January 1, 2020, this website has been around for 20 years! Because 2020 has been a crappy year we haven’t been able to celebrate in person at all. However, we’re still going to do something. I have a cache of Axis & Allies related items to give away.

      Starting this week and continuing weekly until all the prizes are gone, I’ll choose 1 or more winners. Each winner will have 7 days to respond or give up their prize. Each winner will be able to select what they want from the list of prizes. If you choose not receive a prize, your name will be listed as a winner who donated their prize back to the community. I’ll do my best to include Europe and the rest of the world but shipping can get expensive.

      To participate all you have to do it participate on the forums. Just do one or more of these:

      • Post something anywhere within 21 days of prize selection day (this will get expanded when I figure out how to get posts older than 21 days)
      • Post something in one or more areas in the four suggestions below, since June 6.
      • Be a 2020 patron

      Please don’t be spammy. If you don’t know what to post, here are some suggestions:

      • Introduce or Re-introduce Yourself - only if you have not already posted here
      • Yup, I’m Still Around - post here if you’ve been quiet on the forums for a while or haven’t posted within the 21 day time period. You don’t have to say much, a simple “I’m still here” is just fine.
      • Find an opponent to play a TripleA game
      • Post your username and player id for Axis & Allies Online games

      Prizes (US and maybe Canada)

      • Axis & Allies & Zombies x2
      • Axis & Allies 1942 Second Edition
      • Planes and Pilots Volume 1: The Messerschmitt Me109 book
      • Planes and Pilots Volume 5: The P-51 Mustang book
      • Prize Pack One x5
        • Italian units from Field Marshal Games. Some of the tanks have turrets that move!
        • American units from Historical Board Gaming (HBG)
        • IPCs from HBG
      • Prize Pack Two:
        • 5 different packs of roundels from HBG
        • IPCs from HBG
        • Roudel coasters from HBG
      • More prize to come

      Prizes (North America & Europe)

      • T-Shirts x5
      • To Be Determined

      more details to come

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: Allies advice with an aggressive Japan

      @fenderbender4

      Ugh, videos. Give me text any day.

      The Japan strat video I didn’t finish watching. There’s a lot of small weird things in there, like India being almost empty, Germany holding Egypt on G1 with 2 inf 2 tank, UK putting its entire UK1 Indian Ocean fleet in range of Japan’s counter (at least the fighter normally lands in Szechwan or something). If that player wanted to make a decent video, they shouldn’t have tried it with a chump AI. Yes, I know they mentioned a disclaimer it’s for illustrative purposes but still.

      The German strat video was maybe a LITTLE better, but stuff like - did they say they were surprised by UK’s shift out of India? That’s just bog standard. And I don’t know that Germany ought to have collapsed France / NW Europe so hard by G4 but without much info on the game, eh, what it is.

      @fenderbender4 said in Allies advice with an aggressive Japan:

      I’ve tried to wrap my head around how the Allies counter while making any progress. . . .
      This is all assuming the 2nd edition OOB setup.

      stop stop stop. Couple really big things here. 1) You need to REALLY understand 1942 Online doesn’t allow use of allied carriers, which changes KJF timings. You ask for advice in the 1942 2nd edition board, you need to say HEY GUYS I CAN’T USE ALLIED CARRIERS (and a buncha other gameplay changes 1942 Online made too btw). 2) OOB is tougher for Allies. 1942 Online allows LHTR setup, and forces LHTR setup on ladder games - and YOU should use LHTR setup too. Yes I know, it’s kinda lame 'cos Germany often ends up without its bomber on G1 unlike just about any other version of Axis and Allies, and other things, but even so, just for balance.

      If you can’t wrap your head around the Allied counter - take a step back for a moment yeah? Far as I know there IS no “hard counter” that always works. You have to look at dice outcomes, opponent buys and moves, and tailor your move to counter.

      Say you’re trying to assume a “worst case” scenario for Allies. If you’re trying to plan around the worst case scenario, you assume you have to handle EVERYTHING going wrong, and what with dice results even assuming “reasonable” bad results probably results in a situation where the Allies DON’T really have a good line. If you’re trying to wrap your brain around that, then you just think yourself into a box.

      Far as “stalling Japan” - I’d say don’t try it. If you tie up Russian units fighting for 1 IPC territories in the east, that’s Russian units NOT fighting for 2 IPC territories in the west. Even stalling Japan’s advance gets weird. Imagine Russia puts 4 infantry at Yakut (can’t be hit by Japanese transport drops). Okay. Then suppose Japan sticks 1 inf on Buryatia and another 2 on Soviet Far East. Now what? If Yakut pushes to Buryatia or SFE, they die on the Japanese counter at net loss to Russia. If Yakut doesn’t press, Japan kills it. Even if Japan committed less to Buryatia / SFE so Yakut can “stall” (say Japan only put 2 inf between the two territories instead of 3), it’s still 2 Japanese infantry tying up 4 Russian infantry, while Germany’s pressing in the west.

      As to India, even anti-KJF Japan can put out 6 ground to India’s 3. You can defend India, sure - but then with competent Axis players I’d expect that to mean West Russia collapses faster. Particularly, if Germany holds Caucasus before UK evacuates India, then any UK stack can get cut off. And that’s really something you want to avoid. (There’s a few different varieties, but basically if you have some kind of major UK stack on India, you want it to join up with Russia safely. If you have a German stack on Cauc and a UK stack on India, if you move the UK stack to Persia, the German stack slaughters the UK stack at net loss to Allies. In SOME games that’s not the worst because that opens Caucasus up for Russian recapture, but the German stack on Persia plus any units Germany fed towards Ukraine get a counter - and normally that counter should be, like, huge. So it gets very weird. Anyways that’s why you evac India EARLIER, if you can move a India stack to Persia then to Caucasus or Kazakh BEFORE Germany or Japan can cut those territories off, then you have a big block of units that can help defend Russia - and in the KJF scenario it’s actually a big block of units that can join up with UK units coming off Atlantic for a potential breakout. (You might NOT be able to break out too btw.)

      Baaasically I’d say in 1942 Online just KGF. Always KGF; if you think your opponent’s a noob or you don’t care if you win or lose, then go ahead and KJF, but it’s an uphill battle.

      As to Atl, your basic Allied setup is US1 fleet build, US2 air build (if you want, or more fleet whatever). And the US2 fleet move is off Morocco maybe, and US1-US2 maybe you get US transports dropping to French West Africa - but you want UK (not US) to grab Morocco and Algeria etc. IF YOU CAN MANAGE IT. Anyways UK3 drops fleet, then US3 reinforces. Get the picture? Normally the timing on that is very awkward for Axis to counter, though it’s POSSIBLE off things like a J1 bomber buy . . . but then you know about it well in advance and at worst it changes the timing to US4 (but Japan also gets slowed in Asia)

      Then you start dropping units alternating from E Can to Finland/Norway to build pressure. Then a lot changes depending on what the Axis do - how they did their air, what they did with their comps. Like if Germany rushed tanks then their defense of France is bound to be less solid - but you shouldn’t be greedy and grab it for income unless you’re starved for income with UK and can’t produce 8 units (plus 3 at India if you still have it) AND can split the Allied fleet. You need to pressure Axis off Karelia if you can at all help it WHILE ALSO keeping in mind Axis Karelia stack can shift into W Rus and other places while still cutting off UK/US landed troops from pressing in to relieve Russia TIMELY. There’s a buncha weird things you can do in there depending on Axis moves, ranging from attacks into retreats to “teleport” armies around, building fighters to rush defense . . . I won’t get into that here.

      In closing - you need to say if you’re playing 1942 Online or TripleA/board game. Non-use of allied carriers is a big fat nasty thing. And you need to not use OOB unless you’re using a bid.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      (edit - per djensen’s moderation 30 Sept 2020, deleted comments)

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      @Imperious-Leader said in How does Russia stay alive in KJF?:

      We are waiting for YOUR STEAM ID buster.

      oh it’s “we” now

      and you’re still not commenting on that UK Egypt IC

      also it’s weird that you keep saying you’re better but you’re focusing on me so much

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      @Tahweh said in How does Russia stay alive in KJF?:

      @aardvarkpepper you have great insights buried in your texts, but it would be nice if you would prove yourself on the ranked ladder, or in the upcoming 3rd community tournament:

      Winning doesn’t “prove” things. The winner’s just the best and/or luckiest of whoever happened to show up. Even the winner can’t just take it easy. There’s always some whatever upstart that wants to “prove” themselves. People that get beat say it was just luck even if you literally take them through step by step and show them exactly what they did wrong including a full analysis with all the numbers. It all changes nothing, so why bother?

      Some communities are different, sure. But 1942 Online’s community is very much um . . . not.

      Besides, I don’t even care to try for the title of “best”. I know people that have far superior analytical skills that I’m sure would beat me handily if they applied themselves. But they just can’t be bothered. So it’s like . . . what would it matter to me if I won all seasons and all tournaments against whoever? To me none of that matters, it’s just a few players that I’m interested in “beating”. Even then, for me “winning” or “losing” is just a byproduct of games played to find optimal lines.

      To be fair, I should admit I have certain abilities so players that beat me on merit I’d probably at least pull even with in the long run. But I don’t consider that a matter to boast about, because it comes down to most just don’t care to put in the work in the field over time - just as I wouldn’t put in the time to really master League of Legends or something. You put in the time, you do the work, you get the paycheck, that’s just life, nothing to get excited about.

      (edit - per djensen’s moderation 30 Sept 2020, deleted comments)

      If you want to give advice that can actually be used for anything, you’ll have to be specific somewhere down the line or you’ll be called on it. If not from me here and now, someone else some other time.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: The KJF defense

      @Azod It makes a big difference if you’re playing “online” with 1942 Online or TripleA. 1942 Online you can’t use allied carriers (or transports), you can’t use preplaced bid units, and you’re going off LHTR setup. TripleA you’re probably using a preplaced bid of - whatever it’s at, 15, 20, something massive and it’s out of the box setup I think? Anyways, big differences.

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      @Imperious-Leader

      (edit - per djensen’s moderation 30 Sept 2020, deleted comments)

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      @Imperious-Leader

      @Imperious-Leader said in How does Russia stay alive in KJF?:
      Anybody can be diced.

      That has nothing to do with what I was saying.

      @Imperious-Leader said in How does Russia stay alive in KJF?:
      I have limited time to post a detailed reply

      Same for me. I won’t even try to pre-emptively address any and all possible misunderstandings.

      When I say everything can be calculated and that there’s “correct” and “incorrect” play - I thought I didn’t have to mention it’s possible to make the CORRECT play yet LOSE because of dice. That should just be understood. And of course a player should have contingencies and NOT force the issue if the calculation is the odds will shift more in their favor next turn if the status quo continues etc. - it’s not purely dice.

      All I’m really saying is the game should be played smart - and that it CAN be calculated.

      If you go on manufacturing things and say that I’m saying them, we’ll be here a long time, yeah? Misunderstandings happen, but so far you’re saying that I’m accusing you of being flippant and that I don’t understand it’s a dice game. Which - hey. Those are pretty big, and I’m saying they’re not the case. I even went back to read my posts to see if maybe I’d typed something even by accident that could come off that way, but I didn’t see anything like that.

      @Imperious-Leader said in How does Russia stay alive in KJF?:

      What i wrote isn’t a “i do this and the outcome is exactly that” That’s ridiculous! It was for most readers to see the basic path and the exact path is entirely based on the exact situation.

      I said we can agree what you wrote can’t be taken at face value. But you want to disagree with that? Very well. We’ll take that up then. But first - you’re characterizing as “ridiculous!” that readers should get precise instructions. Not only readers, though - readers that don’t have the background.

      So let me get this straight. For readers that don’t know what you’re talking about, you want to have nebulous definitions and lack of precise instructions and leave them to fill in the blanks. But they can’t fill in the blanks or they wouldn’t have needed to ask the question in the first place. If someone says they don’t have the time to explain everything, all right. If someone says a long explanation might be confusing, all right. If someone wants a table of contexts, editing, revision, and all - all right. (Just so long as they’re not really EXPECTING it of someone that’s not getting paid to do that job . . .). But to say that it’s “ridiculous!” that an explanation actually explain things - that’s a step too far.

      @Imperious-Leader said in How does Russia stay alive in KJF?:

      BTW what is your win %? and how many games have you played on line?

      What is your steam number?

      What would I get out of playing you?

      @Imperious-Leader said in How does Russia stay alive in KJF?:
      being a game of chance in addition to strategy its not possible to predict outcomes precisely. If you think you can for " the entire game, start to finish? "… your only fooling yourself.

      Again, nothing to do with what I’m saying.

      Take a step back and think. How do casinos make money? They don’t need to “predict outcomes precisely” - yet they’re profitable businesses. Why? Because. Are they “fooling themselves” because they can’t predict the “entire game, start to finish”? I would HOPE you wouldn’t claim that. Well then. Must I go on, explaining things I’m sure you grasp quite well? You’ve asked me to extend you the courtesy of not assuming you’re an idiot, perhaps you’d care to extend the same courtesy - which I don’t insist on. But certainly I’m not going to waste a lot of my time knocking down straw men someone else is setting up, you know?

      What do you do as the Axis, especially Germany to fight the Allied grab of the Japanese money Islands and fleet buildup? Instead of fighting words and arguing with empty hands, what basic plan do you propose?

      https://steamcommunity.com/app/898920/discussions/0/2280456883462680928/?ctp=3

      I mention Germany’s play, I mention Japan’s play, I talk about what someone was saying was a workable KJF plan - which with tweaks on the BOARD GAME VERSION might work but not in 1942 Online without use of allied carriers - same stuff I’ve been saying for months, you see how it plays out a bit there.

      Which reminds me, I should tap baron Munchhausen about his post on anti-KJF. Yeah, I’ll do that in a bit. Anyways -

      It’s a lot of text. But basically it’s G1/G2 infantry build into G4 push of Ukraine, J4 fighter reinforcement, normally that can’t be broken, Axis Ukraine stack simultaneously threatens W Rus and Caucasus, Russia doesn’t normally have the numbers to defend both. Then there’s a few different lines - either Germany takes its Karelia and Ukraine stacks and unites at W Rus then shifts to Caucasus (but only if the Allies can’t do much to reinforce Russia via Karelia-Archangel, or Germany pushes West Russia then cracks Russia (unlikely if Allies are competent but it does happen), or Germany uses one stack to defend and uses the other to weaken Russia’s stacks to the point Japan can crack it.

      Meanwhile Japan builds so it ends J1 with 4 transports, then drops 2 subs a turn starting J2 after seeing the US1 Pac fleet drop, rest go to 6 ground units (typically 4 inf 2 art). After Japan’s waters are interdicted against building new navy (if US main fleet is in range new Japanese naval builds get blown up for little cost), Japan switches to fighters, and depending on situation goes bombers for an India timing

      Though the line diverges drastically after some UK East Indies attacks (@Imperious-Leader ) that wasn’t the line you were discussing. Depending on the timing and commit and Japan’s progress, Japan switches up its buy to defend Pac some on later turns, yet still cracks India and takes a chunk of Russia’s territory.

      If it’s the BOARD GAME none of that works because UK can pop UK fighters on US carriers, which extends UK air threat range, which can change Japan’s necessary fleet composition, plus accelerates US’s timeline. But 1942 Online doesn’t allow use of allied carriers. Which goes back to the point I made to the OP that the thread title should specify this is for 1942 Online, which is DIFFERENT from the board game.

      Variations for US - it can try to drop from Alaska to Asia (efficient but slow), push Borneo / New Guinea (probably too late). If US pushes more fleet, it can push Japan’s fleet back temporarily but Japan’s building fighters on Japan and having India as a “safe” zone to build plus a good number of units in Asia prevents any really meaningful gains. If US pushes more transports, it doesn’t have the fleet for a longer time. And every turn of delay has Axis progressing against Russia.

      @Imperious-Leader said in How does Russia stay alive in KJF?:

      What do you do as the Axis, especially Germany to fight the Allied grab of the Japanese money Islands and fleet buildup?

      To answer explicitly - pretty much who the **** cares. TECHNICALLY my answer is Japan builds up to prevent early cheap US push that can’t be punished, switches to air that can continue pressuring Russia that US can’t punish that also contributes to defending Japan, then after Germany finishes up with Russia, Japan moves its gigantic air force back to the Asian coast and builds carriers on India, then Axis have an income, logistics, and unit advantage so that’s pretty much game.

      Look, I’m not trying to sell a hype train. I’m not trying to say “check out this keewlll strat by aardvark, the world’s foremost analyst axis and allies (like follow subscribe!)” Real talk. If Bernard looked at the game, he’d cut me down like . . . I don’t know, flan, if he were serious. Which he probably wouldn’t be. Hobbes probably would kill me too. The board game’s eight years old. Everything I’m writing is - if someone else didn’t write it somewhere on these forums, probably some other forums, probably some discussion somewhere. I really don’t think what I’m writing is a big deal. But when I say it’s not really easy in the 1942 Online setup without use of allied carriers for Allies to make a meaningful press in time, that’s just what I mean. Nothing more, nothing less, egos whatever.

      @Imperious-Leader said in How does Russia stay alive in KJF?:

      I think my steam ID is 2799…

      Also, COW is #2 in ranked play and i tried to get him to comment by PM but to no avail.

      I don’t care about COW or whatever. Though I’ll comment - I’ve never played him, I have no particular reason to disrespect him, and from what I’ve read, he gives good (though I’d say incomplete) advice - yet not advice that would easily be misleading.

      Only player I’m interested in atm is Il_Principino. About eight others I wouldn’t mind playing a few more times with, to see what I think of their play.

      (edit - per djensen’s moderation 30 Sept 2020, deleted comments)

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
    • RE: How does Russia stay alive in KJF?

      @Imperious-Leader

      Intuition isn’t good for explaining things.

      As to assuming your reply was flippant or whatever, that’s something you’re bringing to the table, not me.

      “Successful in (your) results” means nothing unless the meta is strong.

      Calculation - there’s what most people mean, then there’s what I mean. Probably you calculate the probable results, maybe even generate some sort of twin-peaked curve. Maybe you even look at graphs for the counters. But do you calculate the coordination, the timing, the contingencies, not just for the current turn, not just for the following round, but for the entire game, start to finish? Probably not.

      I’m not saying Black Elk does all that either - or that I’m in agreement with everything Black Elk writes. But he DID make a few good observations in some posts on Steam - such as Japan’s dropping to Yunnan being the fastest route for transported units from Japan to push Moscow. Maybe for you that goes without saying, but it’s exactly that sort of reasoning and explanation that’s fundamental to analysis and calculation. Just “knowing” isn’t the same as explaining in context of discussion.

      Do even I run the complete numbers on a game? No. But there’s a difference between a purely intuitive approach that can’t be explained, and a purely calculated approach that can be explained, and I lean towards the latter.

      @Imperious-Leader said in How does Russia stay alive in KJF?:

      The new deal has UK building a Factory on UK 2 or 3 if they go KJF so they can shuck 5 tanks or land units toward FIC. Germany needs to build the Carrier and 1 more transport ( G1-2) in central medd so with the Battleship they can beat UK or take her factory in Egypt. The Allied standard is still for UK factory in Borneo, take out the DD and AP on UK1, and USA takes Philippines and makes her own factory in a few turns.

      My INTUITION is it just doesn’t work that way. If you redefine the case and add some stipulations - sure, I could see it then. But then you need to define those stipulations. You hand that package to a kid as-is, they’ll just put an eye out.

      You say limited time, I say limited time. You don’t have the time to explain everything, I don’t want to explain everything. Maybe we can both agree to avoid a discussion that isn’t actually necessary - if we agree that what’s written in that quote can’t just be taken at face value, that there’s (a good deal) more to it than just that.

      Fair enough?

      posted in Axis & Allies 1942 Online
      A
      aardvarkpepper
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