Nick Smeltzer
- Flag inappropriate
- Show review history
Thier dice toll algorithm isn't the lie. It's the battle that's the issue. It picks favorites and it's so obvious. I'm not sure where they messed up, but it's clear that some players walk across the board without a single stroke of bad luck. There's even instances where troops are lost 7 to 1 like you're fighting with sticks against missiles. It's impossible to explain these circumstances and their reassurance as random and to believe that is just optional ignorance.
7 people found this review helpful
our dice algorithm is public so you CAN review it (or have it reviewed by a 3rd party if you wish): https://github.com/smgstudio/risk-dice All the best, Luci@SMG
Thomas Rioux
- Flag inappropriate
- Show review history
I can't recommend this game. Connectivity issue: Here are a few examples of the many connectivity issues. Lose connection during the game repeatedly. If you happen to reconnect, you can't deploy your armies. The clock keeps ticking down. The game connects, but your only option is to hit the red x lossing the game. Lastly, the game disconnects several times in a row, and you miss your turn. Dice roll, there's no difference between balance blitz and true random. Money suck
4 people found this review helpful
Our Network Overhaul update scheduled for Mid-2024 should greatly improve reconnection logic & overall network stability - not long to go! If you’d like to review our dice algorithm: https://github.com/smgstudio/risk-dice All the best, Luci@SMG
Brad Cahill
- Flag inappropriate
- Show review history
The game has gotten better. It is well designed with intuitive controls. Its fun way to kill time and you are not bombarded by adds. I recently quit empires and puzzles due to the cost of playing and its pay to win model ( i spent over $16,000 usd in a period of 4 years on that game) and was looking for fun game to kill time. RISK is it! It's a nice change to "just play" and not have to continuously shell out money!
75 people found this review helpful
Thanks for update Brad,
We've put the max 12 (well MAX variable) into the mix for future updates
cheers
Ash@SMG