How does your random number generator work? Are the seeds randomized enough? Very often it seems that the same numbers are being rolled multiple times, 3, 4, even 5 times within the first 6 or 7 rolls.
If there are 50 rolls in a game, the chances any number is rolled 3 times consecutively at any points in the game is 3.8% however it seems like it happens every other game.
Comments: 24

12 Aug, '19
2sheepmachineI had a game with only two sixes rolled the entire time. Right after another game where nearly no sixes were rolled. So it does seem like the rng is broken.

17 Aug, '19
bric22I also feel like the dice rolling doesn't work great.

21 Aug, '19
dasdsa1/2 online poker players thinks poker is rigged against them.

31 Aug, '19
KliphIt seems like this happens all the time when playing in real life with actual dice too though. If the admins say it's truly random, I believe it. It's just the way the dice roll sometimes. If the odds came up exactly as often as they are expected to, that wouldn't be random.

20 Oct, '19
bThe best and I think only way to test this is to list roll distribution of ALL games over long time period. Then we can look past small sample size (i.e. games that you play in). Will add global roll distribution as new feature request. Would be interesting to see resources generated etc as well

25 Oct, '19
MKJust played a game in which 10 was rolled ONCE the entire game, and 11 was never rolled. But 5 and 9 came up constantly. I understand probabilities, but the skew was kind of ridiculous.

12 Nov, '19
Esqarrouthhttps://www.reddit.com/r/Colonist/comments/dncxqf/dice_rolls_over_10_games_629_rolls_total_only_the/

30 Dec, '19
MatiasThe dice is working as it should. But random means you'll have games out of the ordinary. So while the average game will roll (statistically) more 4s than 2s and more 7s than 8s this won't be the case for most games. Most games will be random meaning that some numbers will be rolled more than expected taking away from numbers that are rolled less than expected.
This is normal and is also the experience you often have when playing the board game. 
13 Jan
Esqarrouth Admin"HIRE SOME STATISTICIANS!!!" (suggested by xyz on 20200113), including upvotes (1) and comments (0), was merged into this suggestion.

16 Jan
Guy IncogneatoI don't know, it seems pretty rigged. Playing against a robot player, the robber always gets placed on my number, which then gets rolled 3 of the next 4 turns, then the bot moves the robber to a new number, and again, said new number gets rolled several times. All the while i get no new resources AND get all my existing ones stolen. I played a game where the 7's where 38 to 4 in favour of the robot player.

18 Jan
Alex BruskiIt would be nice to have the option to "not have 7's rolled at all" and "not have unused hex numbers" roll either. Would speed up play with two player games and make for a friendlier game. I would also like a no robber option as well. That would allow no robber but still allow card loss with a 7 roll.
Having selectable options makes it available to have the choice to play the game the way you want to, just like you can do with a board game. 
19 Jan
player Merged(and yes, I know how statistics work... and you can look at hundreds of roles to prove it "works" but when it takes 2030 rolls for top numbers to appear once, something is out of balance.)

19 Jan
Esqarrouth Admin"BUG: Dice are crap." (suggested by player on 20200119), including upvotes (1) and comments (1), was merged into this suggestion.

19 Jan
playerJust played a game where 3 and 9 rolled zero (0) times the entire game. 10 rolled more than 6 or 8 (same game), 4 just as much as 6 and 8.
I think the problem here is if you look at too much data it looks like this RNG works, but on a game level is sucks. Just play a game where the dice roll abnormally for the first 1020 rolls and the game balance is unrecoverable (it doesn't mean anything when what should be a common number suddenly rolls well in the last handful of turns) 
03 Feb
Alex LauYou could try a sudo random. In the original Tetris, the prices where not truly random and was instead random in group of two sets. You can do something similar with having 2 sets of number pair in a normal distribution (is. 11, 12,...66) thrown in an list and have the game pull them out one by one and only refill the bag when it’s fully empty.

16 Mar
EsqarrouthLinks:
https://www.reddit.com/r/Katan/comments/bwq42e/katanio_dice_randomness/
https://www.reddit.com/r/Colonist/comments/dncxqf/dice_rolls_over_10_games_629_rolls_total_only_the/ 
17 Mar
hooahGames where a roll dice don't happen happen in real life too. It sucks and is very frustrating when your 4/5/6 resource never happens and your entire strategy crumbles, but that's the game IRL too

23 Mar
HoldtheMayoNot sure if this was mentioned already but does it seem to anyone that a number could not have been rolled all game but as soon as the robber is placed on it then it is rolled every other roll. I'm sure it's just coincidence but I feel like it happens more times than not.

24 Mar
Alex BruskiI wrote a new dice class  Upon generating 40 or so files with 100 rolls each and analyzing them all, there is still a significant amount of error in the distribution just because of the addition of two randomly generated dice rolls. It is a little better than what was being achieved before, but it still is not what I would like it to be. I will work on it some more to find a way to get a better distribution without making it easy to predict the next roll result.

24 Mar
Alex BruskiI have a new method of generating two dice rolls and insuring that the rolls are not outliers on the standard dice distribution. I have tested this method thoroughly, and it really does a nice job for any reasonable number of rolls that would be used in a game. I create an array with the expected percentages for each roll (2&121/36, 3&112/36, 4&103/36, 5&94/36, 6&85/36, 76/36) then I generate two die rolls and add them. I check the % of that roll against array and reroll if it is high.

24 Mar
Alex BruskiThe roll is only used in the game if it's percentage of occurrence is at or below the expected probability of that number. Example: if on the 35th roll, die one is 5 and die two is 1, and a six has been rolled 4 times in the last 34 rolls, then the die rolls of 5 and 1 are used in the game. If the 36th roll comes up as 3 and 3, that roll would be rejected and rerolled, as the number six has now been rolled 5 out of 36 times. 6/36 is greater than the expected 5/36 and thus rejected for use.

25 Mar
DilI had a game where a 6 was rolled four times. I know that it is normal distribution, but please check the algorithm for creating the 6 combination for the mean or standard deviation of the distribution.

yesterday
ZyatonMikeIsMyIke, you did your math wrong. The chance of rolling 3 in a row is much higher than that. The probability of rolling 3 in a row of any given dice sum in a given game is somewhere near 57%, so it actually should happen every other game on average.
Here's the probability of getting 3 7s in a row somewhere in 50 rolls: https://www.wolframalpha.com/input/?i=probability+of+streak+of+3+successes+out+of+50+trials+with+p%3D6%2F36
It's 17%. 
yesterday
ZyatonJust about every programming language has a good pseudorandom number generator. Implementing this is fantastically easy, and the programmers would have to do work to mess this up.
Just post the one line of code they use to do the dice rolls, everyone can see that it's obviously correct, and close this as will not implement.
It's well documented that humans will see patterns in randomness no matter what, and humans are really bad at understanding randomness.