Quote:
Originally Posted by traversc
I think /roll is much more similar than you think (though not to disparage your analysis of RR). /roll was actually very, very common, especially in the lower ranks. When z-quests came out, /roll exploded naturally. Actually, HB z-quest was the reason /roll got removed, IIRC.
Actually, I'd say that /roll grew much faster than RR did. Given more time, the "range" would have developed naturally, and similarly, cheaters would push true /roll-ers down in rank, simultaneously, they would rise in rank and have to tank to get back down.
As martin pointed out, you don't need rank information to approach an equilibrium. You just need a way to make the game non-symmetrical, which color designation and /roll both do.
The difference I think is mostly psychological. With /roll, it feels like you always have a chance to win the game, even if it's always 50%. It doesn't feel so much like you are just giving up, as with RR. This could explain why it took so long for RR to catch on.
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I'm willing to admit that /roll probably was more widespread and executed than I initially thought. I never played /roll so I'm not sure how much time was actually put into a) setting up the agreement in each case between the players b) executing the command and determining the winner c) any extra time spent on coercion/manipulation.
From a strictly rational point of view(and disregarding the discomforts of cheating your opponent) it would be optimal to spend a little extra time to see if you could psyche out your opponent even after losing the roll. The reason is that you have already spent a significant amount of time getting into the match: Say 30 seconds waiting for a match, 10 seconds countdown timer, 20 seconds initial pre-match timer. So if you map out it will take you at least 60 seconds for your next 50/50 chance at getting a win. Spending 5-10 seconds extra might be beneficial or at least appear to be beneficial if the odds of your opponent mapping out are high. And if your opponent is rational they will be, he might not be mentally prepared to actually play out the match with uncertain outcome. Even if he was cheated it may seem wiser to map out, forfeit the win but at least only spend 60 seconds for his next chance rather than a 4-6 minutes match. Of course the same incentive to play the chicken game applies to him, he might suspect you are bluffing(in this case, rightly so) and will wait an extra amount of time to find out before finally conceding.
All in all the /roll boils down to a system of more uncertain variables and where several actions might prove favourable depending on your opponent etc. The problem with your rank rising can be more easily remedied by doing a chain of resigns, this way you skip the pre-match timer and the effort of having to deal with /roll - you're saving time. The RR system deals much more effectively with deviations from the "rules" and is thus a more efficient farming method. How much more output is gained in reality I can't hope to calculate. I would guess it could mean the difference of having 40 districts with /roll vs having 60 districts of RR, ie. an increase in efficiency by 50%. Obviously the difference could also be almost negligible like 1%, it might even be the opposite given that this "psychological factor" you mention about people actually getting a kick out of the thrill of /roll.
Now I'm putting this to rest. I understand your point completely and for all practical purposes /roll is very much alike RR. I just found myself intrigued by this beautiful, intrinsic value of RR making it appear to have a life of its own.

Also I think we(or maybe just me) are the only ones discussing this very theoretical aspect of it.
