@tayl0rann You won´t get charged a fee from us when buyin gold coins in the store. Using an adaptive exchange rate would be way to fragile to implement here that is why the prices are at a set level.
Every Coin Package is a so called in App purchases which has to be implemented in the game and aprroved by our distributing partners like Steam and later on Google and Apple. We can´t put 3000 different in App pruchases in the App
@dragonbharg In a 3 player game it is actually even worse.
You build the first settlement, you immediately get a robber on one of your settlements. Since there are less settlements overall on the map, it is a higher possibility that you are on a 6 or 8 hex alone and it will be blocked for the remainder of early game. Even if you roll a 7, you can not rob from anyone because they have 2 points.
Also, if 2 players are on a 6 hex, one of them has 5 points and the other one still has 2, you can not place the robber on that hex. If the player with 5 points has build 2 cities next to that hex, he gets a massive advantage because that hex can not be blocked by the robber.
Since in the 3 player game there is more room for the initial settlements, a player could get the best locations for development card strategy. He can just not build any more settlements or cities and just hoard development cards. Geining VP cards does not count for friendly robber so there is no risk. He can use knights and 7s to steal from those who have 3 points on the board but no-one can steal from him. Effectively abusing the system. When the time is right he can just use his development cards in any way to boost the economy up (using monopoly, road building, year of plenty) to just get the engine going. With 3 player game there is a very small chance to stop the player once he gets the 3rd point. Less chances that the opponents roll a 7 with 3 players.
In my experience, it is less common that rolling 7s in the beginning without friendly robber would ruin the game. With friendly robber, the first player to publicly have 3 points will often become the target for a long time.
The player turn management code is really weird. How does it not track the time from the second that the dice are passed to the next player? Seems like a lot of code is run on the client side instead of the server. To me it seems like very bad QA if they can not find these things. No code analysis being done?
@Stroom yeah i read a lot of criticism today, and i tend to agree with it. My friends just all leave at this point saying CU was a no-sense, but i like it, even if the BEST is to play on a real board with friends and beer
@Administrator This is a bad alternative. First, you need to have friends who are online at the same time as you and who want to play with your customization. With a lobby you can also play with strangers. just create a game and wait for people to join. With matchmaker you do not have (a reasonable) option to play customized games with strangers.
I do not trust your auto-match because it can not assign players into games well enough - either it eventually places quitters into the game with you or starting a 4 player game is nearly impossible overall.
Seriously, playing a normal 4 player game is nearly impossible now. If you want to play competitively, Catan Universe is bad in every single aspect. Automatic timer, AI making moves for you, no default random map, no 4 player games, no lobby, bad trading system. Seems like these are the aspects you are not willing to change either. You took out everything that was good in PlayCatan.
unless you use "dice mode" from custom match which ensures even distribution such games will appear where for example 4 or 11 rolls like hell while 6 7 8 are lagging behind;
dice is said to be random in general, one game even if it includes 100 rolls is still a small sample size, meaning that for example 7 does not roll once in these 100 times but the "might have" rolled 100 times in a row to reach normal distribution. So one game is not a definitive example;
yes people have been speculating about not so random dice - examples where suddenly in C&K 3rd dice either moves barbarians froward every turn or gets suddenly stuck while someone activates knight to luckily escape deconstruction, cases where you put robber on a number which has not rolled much and next turn it rolls, cases where one player always tend to get 10+ resource cards and no 7 is rolled while other players lose cards as soon as they reach 8. This has not been proven or commented on my admins/developers...
Given how this games progresses with its updates i would not be surprised if there actually is "drama dice" mode.
Until it is proven conspiracy theory always will have a place.