Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You are correct that given thousands of rolls over all games may be normally distributed. However, I have played probably 100 games and have have found that in any given game two or three numbers other than 7 are generally favored for that whole game. The consistency in which this happens in specific games would indicate something other than "random" for each game.
One of it's weaknesses is that i can produce badly distributed series of numbers.
1. In one game, I positioned myself well with 2 settlements on a 5. In 42 dice rolls, 5 did not roll even once. The probability of 5 not showing on any given roll is 88.89% (100% - 11.11%). The probability of 5 not showing at all in 10 consecutive rolls is around 30% (88% ^ 10). The probability of 5 not showing at all in 42 rolls is: 0.7% (88% ^42). This means 0.7% chance of this happening. By this time the distribution started to flatten out and after 42 rolls 5 came a few times. Safe to say my game was over around the 30th dice roll that didn't show a 5. Also in a 4 player game, 42 dice rolls happen after all players roll at least 10 times, just so you understand how ridiculous this experience was.
2. Another time I was playing against a player with 2 settlements on a 3. I had him beat positionally and resource-wise. In 25 rolls, his 3 rolled 7 or 8 times, at the beginning of the game. This comes to between 0.0000...% and 0.03% you can work out the math on this using the Bernoulli trial ;) You have better odds at a lottery, yet here this guy was in 4-5 turns winning the game at 10 points, while the rest didn't break past 4 points.
3. Even worse, many times (more than 25%) when I'm ahead, as soon as I get my 8th card, a 7 rolls as if on schedule. Other times if I'm ahead, 3s and 11s or 12s start to show even more to get my opponents even more resources (maybe to balance the game?). This type of dice roll that seems to purposefully slow my game down never seemed to happen to me on Colonist.io. I don't really want to suggest deterministic dice, but the signs are there for at least a very poor random algo. Just saying ;)
All in all, if Catan Universe wants to stay in business they need to prevent this kind of stuff from happening and normalize probabilities within a game, not within 1000s of games with one game getting only 9s and another game getting only 5s.
Otherwise, time to switch to Colonist.io folks, as have I (until Catan Universe makes some actual changes)
1. sometimes in some games the algo gets stuck on a certain number like 9 or 5 (or in my case 3)
2. other times it seems dice come with the deterministic scope of affecting the game. I saw this in single player as well, but also multiplayer
3. the distribution of random dice rolls is actually garbage
1) and 2) Considering the number of games played every day, this was bound to happen for someone sooner or later. Also, the probability of observing a random unspecified unusual occurrence without specifying neither the occurrence nor the timeframe of the observation is infinite.
3) Confirmation bias.
You are a developer and don't understand basic statistics? Why would they weigh the RNG, when a perfectly functional one is readily available in pretty much every single programming language?
More empty circumstantial evidence and confirmation bias. No, there is no demonstrable connection between the positions picked by the AI players and the probability of outcome of the rolls - it's all in your head.
1) when this happened I had played no more than 50 games. I agree, this is mathematically very possible without a flaw in the random algo but makes for a crappy experience for me.
2) the second one is a lot less likely. Just like another game when I got 6 twos in 10 rolls. I did a simulation (see below)
3. Very much possible. Still, this doesn't happen nearly as frequently on other platforms that I've tried, like http://colonist.io. I've held the lead with 8, 10, 14 cards in my hand many times on colonist.io without seven-ing out, unlike in Catan Universe
I made a program for case 1) just to demonstrate. The way it works is:
- in a single trial, the program rolls two dice 42 times
- checks for how often value k was rolled in those n rolls
- the program runs a total of 1000 trials
For 1000 trials (of 42 rolls each) I got 5 not showing in exactly 7 of them, but sometimes 10, sometimes 5. Which matches the math. For 50 games like I had it matches 1-2 times when 5 doesn't show in 42 rolls. Again totally fine, though crappy experience.
Then let's move on to case 2. I created another program with 3 params (N, K, X) which:
- rolls dice N times
- checks if number X was rolled more than K times
Then I ran this program over 1 million times. Not once did the 3 come up like it did in the Catan Universe (as I remember, it was 10 times in the actual game). On the other hand, if I put in 7, or 6, or 8, it was quite possible for these to come up 10 times in 25 rolls (still low chance, but happened, i.e. 0.2-0.5%). I also initially said 7 or 8 times because I didn't save the screenshots and didn't want to exaggerate, but after 25 rolls, 3 rolled 3 more times anyway at which point I quit the game. But even for 3 to come up only 8 times in 25 rolls, my program got literally a 5 in a million chance.
I then wrote another program about the 2 coming up 6 times in 10 rolls, guess what? In 1 million runs of this program, not one time did that happen.
What did I do to deserve to get multiple less than one-in-a-million losing situations, in several games played consecutively? It's a garbage experience, pure and simple. I have solutions on how to fix it of course, but nobody seems to be listening on their end.
It's a nice math exercise to prove their algo is pretty bad, but other than that, no thanks. Even if the math checks out in the grand scheme of things (which I highly doubt given their frequent one-in-a-million scenarios) it is a horrendous experience for the user.