ruskicanuk lost a match 49-0 this week where terrain appeared to be the major factor. I'd call that bad luck myself.MikeC_81 wrote: ↑Sat Mar 09, 2019 12:11 am Then either RBS is not telling us the real calculations or there is a bug in the programming causing this. I personally have not felt the luck to be off. Everyone can get a bad run and everyone can go on a good run. That is the nature of RNG. The best players seem to keep on winning though. Monsters like Pantherboy and Ruski just keep taking trophy after trophy.
My argument is that luck is amplified in matches where players are of a similar standard. In the FOG2DL every effort is made to put players in divisions where they will be competitive, so I think luck is a bigger factor in our matches than in the average FOG2 game. The idea that luck is not much of a factor because pantherboy wins most of his matches is bogus. pantherboy is able to be successful because he is a much better player than most of us and can often still win even if he is suffering some bad luck. I would say that there is only a handful of players who can give him a good run for his money and you would have to analyse those matches separately to see how much luck affected their outcomes.
I think that luck is too much of a factor and it breaks the game for me, so I am stopping. I would say that the outcomes of our matches in the FOG2DL are a result of, on average, 25% skill and 75% luck, although there can be large variations in any given match. The luck factor is comprised of two elements, the die rolls and the terrain generator. If you think the 25% figure is too low then you should appreciate that it represents the difference in skill between the two players in a match. Sometimes one player will be a bit more skilful than the other and sometimes one player will be in better form than the other. So it is a relative, not an absolute measure. In the automated tournament, where there are no divisions, a match involving a veteran and a new player is possible, and in these circumstances the skill factor would be approaching 100% and the luck factor would be near zero.
Cunningcairn has made an interesting suggestion that bigger armies would help to offset the impact of one player getting a sequence of poor die rolls. I will organise a poll next week and if there is general support for the idea then we can trial using larger armies in one section of the tournament in Season 5. We will then have to decide whether to use 1600pts or 2000pts armies.
So what else can be done to minimise the impact of luck in matches in the FOG2DL?
I think that double cohesion drops are sometimes a big problem at the start of a battle. In the Themed Event this time, we have a Frankish war band theme and it is quite common for war band units to fragment on impact when the two battle lines come together. Then, when these fragmented units rout soon after all, the adjacent units have to take cohesion tests, and if they fail some of these then that army is in serious trouble. The battle can be lost when a player has not even made a mistake. The skill quotient is very low here. This shouldn't be happening at all, in my opinion. If you changed the game so that units over 75% strength could not suffer double-drops in cohesion in most 1 v 1 situations then you would remove this issue from the start of battles. Rear attacks, 2 v 1's or situations where superior units fought weaker units (e.g cataphracts v irregular foot, in the open) would still be able to achieve double-drops regardless of the numerical strength of the losing unit.
I do not think there should be an automatic cohesion loss for flank attacks, although they should be retained for rear attacks which should always be devastating. Flank attacks should not be happening in the middle of a melee. Instead a greater reward would accrue to players who achieved 2 v 1 or 3 v 1 combats, a mechanism that is working very well in the game.
The last idea I have may not be possible at all and I am not even sure how to explain it in terms of computer programming. But imagine two players sitting at a table playing a game of TT FOG. Instead of rolling a die each time for combat or rallying etc, they would reach down into a bag that contained 60 discs (10 of them numbered 6, 10 of them numbered 5 and so on, all the way down to 10 of them numbered 1). When the score on the disc was fed into the game the disc would not be returned to the bag. So, if the player pulled out a 6, then there would only be nine 6's left in the bag and so the chance of getting another one for that player would be reduced a bit, and the other player would now have a slightly better chance than his opponent of getting the next 6. And so on. In this way the relative "luck element" between the two players would be moderated, but not removed altogether. Once a player had used 30 discs, the bag would be filled up again. Is anything like this possible?