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: 115

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/

24 Nov, '19
Esqarrouth Admin Mergedhttps://www.reddit.com/r/Colonist/comments/dncxqf/dice_rolls_over_10_games_629_rolls_total_only_the/
https://www.reddit.com/r/Katan/comments/bwq42e/katanio_dice_randomness/ 
27 Nov, '19
player MergedI don't think this tells the full story of whether the dice are truly random (or somewhat fairly distributed). Easily can have a game where 2 rolls 5 times and 9 doesn't roll until 80% of the way into the game. When those numbers roll is relevant to whether this game is working.

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, '20
Esqarrouth Admin"HIRE SOME STATISTICIANS!!!" (suggested by xyz on 20200113), including upvotes (1) and comments (0), was merged into this suggestion.

16 Jan, '20
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, '20
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, '20
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, '20
Esqarrouth Admin"BUG: Dice are crap." (suggested by player on 20200119), including upvotes (1) and comments (1), was merged into this suggestion.

19 Jan, '20
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, '20
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.

18 Feb, '20
player MergedJust played a game where 4 and 10 dominated the game, and 7 rolled 1x (once!).

25 Feb, '20
Connor MergedMy experience with random dice rollers either on apps or just online has been very similar. The algorithms are awful. Nothing beats rolling the dice in real life.

16 Mar, '20
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, '20
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

19 Mar, '20
Alex Bruski MergedI am working on getting balanced die rolls installed to alleviate the problems... just have patience. I do play 1 on 1 with the bots myself. It plays the same as 1 on 1 against good humans.

23 Mar, '20
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.

23 Mar, '20
player MergedJust wait until you play the games where 6, 7, 8 never rolls and 4 and 10 roll repetitively, ugh. It's not like I hate 8 rolling a lot (which hurts if you aren't on it), it's when the other high probability numbers in that same game fail to roll at all yet low probability numbers dominate. [And "the dice work" / "that's how randomness works" is the response...]

24 Mar, '20
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, '20
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, '20
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, '20
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.

27 Mar, '20
abc Mergedhttps://colonist.io/#AoKq
Out of 75 turns in this game, the dice rolled six 19 times, eight 2 times and ten 3 times. Two and Twelve were rolled 5 and 4 times respectively, both more than twice of eight. But hey the dice is random. 
29 Mar, '20
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%. 
29 Mar, '20
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. 
30 Mar, '20
Alex Bruski MergedWhen combining two random 6sided dice by adding their values to get the dice roll, a lot of variation enters into the roll distribution. If you check it over 400 or more rolls it is very close to the proper distribution. When under 100 rolls are evaluated, the distribution will have a lot of variation. I have coded a fix for this problem and submitted it to the developers of the game, but it has not been implemented yet.
continued... 
30 Mar, '20
Alex Bruski MergedIt consists of 13 lines of code that checks the frequency of the current roll against the normal distribution of expected dice rolls and only uses the roll if it falls within that distribution. If the dice roll would be outside of the expected distribution, it just rerolls, then checks again. When it finds a roll that does fall within the distribution frequency, then it uses that roll and records it in the current roll frequency statistics.

30 Mar, '20
IvanI have had perhaps 10 games in a row where tens or 11s have been thrown more than twice as often than 7s and 8s.
If this will not be fixed i think people will stop playing. 
02 Apr, '20
Tanweer SinghYup agreed, there is definitely something up with the algorithm. 6 is supposed to be one of the most common numbers but I'm consistently seeing that it hardly gets rolled. I've just stopped building near 6s..

02 Apr, '20
Stuti BThe dice roll needs to be fixed. 6 and 8s come way lesser than they should in every game. This is after playing 1520 games. We all as a group have been noticing very odd behavior from the dice rolls. Please try and fix or introduce event cards asap. This really affects the game experience. Most games seem too unfair and biased and not at all according to the probability.

03 Apr, '20
MatiasSorry, but I disagree with the premise the the rng isn't working appropriately. I've played on this site for a year and I've never thought that the dice wasn't random. What I believe people don't like is the fact that it's random. They want the dice to be predictable. There is a variable to the real boardgame where the dice is replaced by number cards. With that system you always know the amount of each number will be drawn just not exactly when. Instead of suggestion that the dice shouldn't be

03 Apr, '20
MatiasThe dice alternative is called Catan: Event cards and introduces a deck of 36 cards one for each dice combination. https://boardgamegeek.com/boardgameexpansion/20038/cataneventcards

03 Apr, '20
MatiasThe alternative reduces the luck aspect of the game. You can suggest that the devs add that to the site if you don't like luck of the dice. But I personally think that it is what makes Catan interesting.

04 Apr, '20
Alex BruskiI would like to see the distribution controlled dice routine tried out on the test site. I have already written the code, it is under 15 lines. Let's give it a try and see what people think... it is really easy to go back to what it is now, if people don't like the result. Let's try it and see what people think. What is there to lose, satisfied gaming is what is to gain!

05 Apr, '20
KyrinaeWe pretty much exclusively play this game in real life (catan) and I have only been playing on Colonist since the Covid stuff. Over the course of 12+ real life games with 56 people, we have rolled a 7 less than 20 times. Total.
Just this ONE last game on Colonist with 3 people and a bot, 7 was rolled 20 times. The previous game 13 times. Out of the 7+ games on Colonist, every game has had OVER 10 7's.
Please either fix the 7's or make a no 7's option, its just depressing at this point. 
05 Apr, '20
Sergio7 is rolled much more often than other numbers, everytime

05 Apr, '20
Elai will stop playing colonist.io just because of 7s. in every 34 terms, its 7. it can not be random because after any game when i look at the statistics, its 7 that the most diced number. i dont believe the algorithm works fine.

05 Apr, '20
Alex BruskiSeven should be the most rolled number. **But**
7 should only roll around 6 times every 36 rolls.
6 & 8 should only roll around 5 times every 36 rolls.
5 & 9 should only roll around 4 times every 36 rolls.
4 &10 should only roll around 3 times every 36 rolls.
3 &11 should only roll around 2 times every 36 rolls.
2 &12 should only roll around 1 time every 36 rolls.
Check the dice statistics after each game. The distribution of numbers is all over the place. 
07 Apr, '20
sikander MergedThere are numbers which are absurdly rolled over and over and over and over again in every game I've played.

10 Apr, '20
Alex BruskiI propose that *Fun Mode* gets multiple dice options. Then the *purists* who like their wonky random only dice rolls can have them, and those of us who want a proper distribution of dice rolls can have what we want as well. Any game type *should* be able to be played in the Fun Mode Section. I can not see why anyone would object to this proposal???

11 Apr, '20
togIf you do want to improve the randomness, maybe consider replacing math.random() with Alea: https://github.com/nquinlan/betterrandomnumbersforjavascriptmirror.

14 Apr, '20
AndriiCome on, leave it as is! It's like in real life now, I love it.

18 Apr, '20
Demiculus Adminhttps://prnt.sc/s1km46

19 Apr, '20
StroomNo need to change this. I guess it is OK to have it as an option but it should never be the default. If players want a less RNG based game, there are hundreds of board games out there.

19 Apr, '20
Sudipta NayakThere's no harm in having options for multiple types of randomness. After all there will always be a choice of player involved in their game. Since it is easy to implement, why not try it?

19 Apr, '20
timii think it's good the way it is. each game the distribution will not really be normal. but if you add up over all the games it is normal.
better solution is to provide an option so people can pick dice rolls OR 36card deck when they play 
24 Apr, '20
chevydadPeople whining about numbers not appearing often enough or too often are idiots. The game very, very obviously works exactly like real life. The dice tend to have more 7s, then more 6s and 8s, etc. as you go down the line. There are individual games with more 4s or 10s or 5s or whatever than "normal" because that's how randomness works. That is how the real life game works. People are just angry they lost because they're stupid and do not understand randomness or probabilities.

24 Apr, '20
Sudipta NayakSometimes the outcome of a game seems to depend too much on luck. To reduce impact of luck, controlled randomness is a good option.

25 Apr, '20
WafflesDid you know that, in REAL LIFE, in over 60% of games, at least one number will come up at least 50% more often? And in around 60% of games, at least one number will come up at most 50% less often? So if you're seeing a number come up more or less often that what you're expecting... then that's REAL LIFE. If you rarely saw that, then that wouldn't be random.

25 Apr, '20
Alex BruskiI don't understand why those that don't want anything to change are so against having optional dice rolling routines that the rest of us can choose to use!
Standard Random Dice, Card Stack, Distribution Controlled Dice, and Single 11 sided die. 
26 Apr, '20
Sebastian BI just submitted a feature request for "36 cards" mode. See and upvote here: https://colonist.featureupvote.com/suggestions/90625/featureadjusteddice

27 Apr, '20
Demiculus Admin"Improve the dice rolls" (suggested by sikander on 20200407), including upvotes (2) and comments (0), was merged into this suggestion.

30 Apr, '20
DrqlazarUsually, games development companies seek profit. Usually, bigger profit requires many users. To gain more users on the platform, they analyze user's behavior. Given the gaussian function, most of the users have average skills. Average player is predictable. To engage more users, the companies improve the game for average players. It is reasonable, depending on how average player plays, that the game could be rigged.

01 May, '20
KyleCertain numbers are SUPPOSED to come up more then others. That's what the dots are for. And the entire point of the die is that is doesn't follow exactly that pattern, and is random.
7 is supposed to be rolled way more then the other numbers. That's because there are more combinations of dice that make 7 then there are dice that make 12 
02 May, '20
Alex BruskiKlause wrote the game to use the two dice with a random probability. People complained about the fact that the distribution of the dice don't follow the designed expectation of the distribution of resources, so Klause make the card stack. People like the card stack distribution, but don't like the ease of which a player can guess the next dice roll. Klause is dealing with a board game without the options that are available in a programmed game.

02 May, '20
Alex BruskiMy dice distribution controlled dice routine gives the distribution of the card stack and the unpredictability of the next roll value which you get with standard dice. It is the best of the two methods used in the board game combined into one dice rolling routine. I want it to be an option.
Standard random dice (default), and optional: card stack, distribution controlled dice, and 11 sided die (equal resource production).
Let people use the dice type they want! 
03 May, '20
timi Mergedthere are probably tens of thousands of games played every day
so not that surprising this could happen to one person
i have had games with almost no 6s or 8s rolled and many 3s and 4s.
i have had games with few 4s, 6s, 8s, 10s and may 5s, 7s, 9s.
some games with lots of 6s and 8s and almost no 7s
and other games where the distribution is more normal
seems pretty random, you would expect the distribution to vary
also this complaint has already been posted like 100 times 
04 May, '20
Sasha Wilde Admin"Dice Roll Randomness is Statistically Impossible" (suggested by Jon on 20200429), including upvotes (1) and comments (2), was merged into this suggestion.

05 May, '20
WaddlyatchaWhat I find is the dice rolls really favour the bots, which I play again most often, because I play during work breaks and lunch and want fast 10minute games. If the bot and I are both on a 6, the 6 rarely gets rolled; however, if the bot is on an 8 and I'm not, the 8 gets rolled constantly. I see this pattern in pretty much every single game. Every dice roll, cards are shooting across the screen, straight into the bot's virtual pockets. Pattern happens with all the time, always favouring bots.

06 May, '20
Tito MergedIt's almost funny  my friends play colonist.io very often. It now seems almost predictable that if you place a robber, regardless of number, the very next roll seems to have a comically high chance of being rolled.
If this isn't somehow written in as a emotionproducing feature (which is the result;D )... I am amazed at the odds.
If this was intentional (to somehow weight it in that favor)  please remove :D 
07 May, '20
GrayllingI've kept track of the dice rolls over 105 games played. While the percentages vary game to game, overall there is a slight bias in favor of the higher numbers.
Total # rolls over 105 games  7165
# % of rolls
2  2.94
3  5.51
4  8.54
5  10.70
6  13.82
7  16.51
8  14.12
9  11.25
10  8.54
11  5.44
12  2.61 
10 May, '20
SammySo clearly the dice are using proper RNG and people don't understand statistics (and some don't understand the effect of 2 dice). But as a suggestion of a "less random" solution. Provide an option for dice card decks, but let people pick the number of cards to use. e.g 36/72/108 card decks, allowing people to choose how random they want a game.
360 cards, for example, would reduce randomness but not make it fully predictable. 
10 May, '20
saiThe same number being rolled again and again is very annoying. It makes users to lose interest in the game.

13 May, '20
Sasha Wilde Admin"Dice patterns need altered" (suggested by Bots Rigged to Win on 20200318), including upvotes (4) and comments (2), was merged into this suggestion.

13 May, '20
Sasha Wilde Admin"Dice repeating numbers" (suggested by RS on 20200321), including upvotes (6) and comments (3), was merged into this suggestion.

13 May, '20
Sasha Wilde Admin"Dice it Ok?" (suggested by Bruno on 20200504), including upvotes (1) and comments (0), was merged into this suggestion.

13 May, '20
Sasha Wilde Admin"No randomness No probability" (suggested by Akanksha on 20200215), including upvotes (3) and comments (4), was merged into this suggestion.

13 May, '20
Sasha Wilde Admin"Possible issue with random number generator" (suggested by Manuel on 20200330), including upvotes (2) and comments (2), was merged into this suggestion.

13 May, '20
Sasha Wilde Admin"Whatever Randomizer you are using is faulty" (suggested by Courtney on 20191124), including upvotes (2) and comments (2), was merged into this suggestion.

13 May, '20
Sasha Wilde Admin"Whatever Randomizer you are using is faulty" (suggested by Courtney on 20191124), including upvotes (2) and comments (2), was merged into this suggestion.

13 May, '20
Sasha Wilde Admin"Statistics of throw the dices" (suggested by Pim226 on 20200508), including upvotes (2) and comments (0), was merged into this suggestion.

13 May, '20
Sasha Wilde Admin"Feature: Input Dice mode" (suggested by David on 20200503), including upvotes (1) and comments (0), was merged into this suggestion.

13 May, '20
Sasha Wilde Admin"Seven appears an unreasonable amount of time" (suggested by Marcos on 20200423), including upvotes (1) and comments (0), was merged into this suggestion.

15 May, '20
Sašo Puppis MergedThis is a problem for most computer games with a dice as random is not really natural as playing with dice. I've experienced sequence 2,12,2,2 and 12,12,12 which I have never experienced in my life playing board games. Also frequencies for 12 and 2 are unnaturally high. I recommend connecting to random generator and obtaining 100 randoms in advance from them.
I have many other ideas how to make it even better but maybe another time. 
21 May, '20
ANXPARA MergedThe dice are fine. You're just imagining the issue. Most humans don't have a good understanding of how probabilities work.
I guarantee you the devs have implemented this correctly. 
25 May, '20
JoséHow's it possible that a 4 has more probabilities to be tossed than an 8? Check your dice programming!!!!

01 Jun, '20
Mute MergedThe probability of this happening with perfect dice is about 1:10000 per role (meaning if you start roll the dice 5 times in a role).
If we guestimate the number of rounds in a game a bit above 50. We get 200 tries for this to happen per game. So it happens about every 50 games.
If this would not happen at some point, the RNG would be broken. 
12 Jun, '20
LightShadowDon't know how you programmed the dice but its really biased and you should fix the RNGs you are using. Simplest way is to use 2 RNGs in range 16 to mimic the probability distribution and don't put your special hacks to favor any person to make the game interesting like other games do. People simply wants to play with their luck not with your strategy programming

16 Jun, '20
WheatMongerSome powerful, very human, errors on display here. The Gambler's Fallacy is well described.
Another thing to be careful of is using statistics to predict the past. "I just played XXX games and YYY happened". Q: What are the odds of this happening? A: 100%. Proof: IT HAPPENED.
Make a list of ALL the unlikely things that could have happened. Yes, all of them, including your YYY. It is a very, very, long list. So long that the odds of one of them occuring are pretty good. 
01 Jul, '20
DerfM MergedCould you provide a game number or any other information?
I've seen several statistical analysis over multiple games and the RNG is sound. It's random, which means sometimes you're going to have a rough game. I think what you are looking for, or expecting, is a true bell curve style "random" where the programming intentionally manipulates the RNG to try and match a standard distribution over the length of the game.
To each their own. I prefer actual random, but I understand the frustrat 
01 Jul, '20
John MergedReally, someone has done a solid statistical analysis of the RNG? Please provide a link. [or do you mean they just collected a bunch of games and added the results together to see if the curve looked right? IE, did nothing to prove randomness]

01 Jul, '20
DerfM MergedThere was a statistical analysis of die rolls over several hundred games for a class of some kind. It was posted on the /r/colonist subreddit at one point. It was a full on report and very well put together. I'll try to find it.

09 Jul, '20
HendrixThe number of people in here who don't understand how probability or programming works is so cringeworthy.
"How's it possible that a 4 has more probabilities to be tossed than an 8? Check your dice programming!!!!"
Idiots claiming that the game is rigged against them, or that it shouldn't be possible for the same number to be rolled X number of times in a row. Hilarious. Programming languages make it trivially easy to generate pseudorandom numbers.
Developers, just close this suggestion. 
17 Jul, '20
Plays for fun not to get cheated by robot players Mergedplaying robot players, the dice patterns suck. 90% of the 7's rolled are for the robot. Your good numbers are only rolled when the robber is on them. You can never get the robber off of your tiles for more than 3 rolls. Playing the WHOLE GAME with the robber on your tiles SUCKS. 3 of 4 dice patterns are CLEARLY in favor of nonhuman players. If the events are fortunate enough that you can still win the game, once the robot can't rape you anymore, it won't end it's turn and you have to wait

28 Jul, '20
KonidiasIt feels like the game is picking a random number between 2 and 12 and then dividing the numbers into 2 dice, instead of 2 randomly generated numbers from 2 through 6 being added together.

01 Aug, '20
John Merged114116411444 ... yeah, the dice are really random (not)

06 Aug, '20
OCD master notices your flaws Merged1 vs 1 against a BOT player: 7(robber to your 6)6667(robber to your 9)9297(robber to your 6)67(because the bot can't win unless it's stealing what's left of your resources)127(back to stealing your last resource), rinse and repeat... Many complaints have been put forward to the programmers on here, but non (except for 1) even wants to acknowledge this issue.

15 Aug, '20
JUAN Admin"Can y’all work on the dice being more randomised?" (suggested by Gg on 20200810), including upvotes (1) and comments (0), was merged into this suggestion.

15 Aug, '20
JUAN Admin"It's like the dice are stuck in a loop." (suggested by John on 20200801), including upvotes (2) and comments (1), was merged into this suggestion.

15 Aug, '20
JUAN Admin"More natural random" (suggested by Sašo Puppis on 20200515), including upvotes (2) and comments (1), was merged into this suggestion.

15 Aug, '20
JUAN Admin"dice pattern suck" (suggested by Plays for fun not to get cheated by robot players on 20200717), including upvotes (1) and comments (0), was merged into this suggestion.

15 Aug, '20
JUAN Admin"Fix RNG :)" (suggested by Anthony on 20200630), including upvotes (1) and comments (3), was merged into this suggestion.

18 Aug, '20
JUAN Admin"Fix the RNG" (suggested by p3n15 on 20200528), including upvotes (1) and comments (1), was merged into this suggestion.

27 Aug, '20
Ash MergedWhen playing fast, I feel like rolls glitch and are just the same all the time. I've been 6 rolled over 6 times in a row only in Very Fast mode. Or there will be a pattern or 6 then 7 rolled, 5 times back to back! And its only for Very Fast.

27 Aug, '20
JUAN Admin"roll glitches" (suggested by Ash on 20200827), including upvotes (1) and comments (0), was merged into this suggestion.

29 Aug, '20
JUAN Admin"Too many 7s" (suggested by tan on 20200401), including upvotes (4) and comments (0), was merged into this suggestion.

31 Aug, '20
AlexInAuburnFor those that say, "The dice are random and they are working like they are supposed to."
I am proposing that random is the default option, but ask for optional methods of dice rolls so those of us that would like the dice rolls to be a good expected distribution (which random can't consistently give for games with under 150 rolls). I don't think that the card deck accomplishes this well either, but think it should be one of the optional dice methods (as it is an official option). 
07 Sep, '20
foamierYes @AlexInAuburnthis! Just make it an OPTION, not a complete an underlying change to the default gameplay.
Pseudo random number generation is used in the top competitive games for a reason (League/Dota 2): it makes the game more fair, balanced, and skill focused instead of a luck based 1/4 of the time (in my experience playing).
If you can't rely on a 6 being rolled more than 2 times in a standard game, it just makes the experience less fun and more frustrating for everyone involved. 
13 Sep, '20
JUAN Admin"your probablity algorithm of 6 needs to improve, a 4 or 5 roll way more" (suggested by vd on 20200913), including upvotes (1) and comments (0), was merged into this suggestion.

14 Sep, '20
JUAN Admin"Seriously the dice probability is so off" (suggested by Gg on 20200914), including upvotes (1) and comments (0), was merged into this suggestion.

16 Sep, '20
AJayHaving played somewhere in the region of 200+ games, I’m fairly confident to say that the dice are pretty fair. To me, this means that in very few games everything is going my way; whilst others seem like I can’t do anything the whole game. Some games I pray for a robber which never rolls, whereas other times it rolls immediately. The majority of the games are somewhere in the middle. The dice are fine, so leave it while there are bigger fish still to fry (Seafarers and C&K). Just my 2 cents.

23 Sep, '20
Tim Jacobs MergedI literally just played a game with over three times as many 7s as the next most rolled number. 7s rolled 31 times while 6s rolled only 9. It is maddening that the computer dice rolls are so unrealistic. No way would that many 7s roll. sometimes 3 or 4 times in a row and always when you just get over 7 cards. Please find a way to randomize the dice system better.

23 Sep, '20
JUAN Admin"Better dice roll algorithm. Just rolled thirty one 7s to nine 6s in a game. Unrealistic" (suggested by Tim Jacobs on 20200923), including upvotes (1) and comments (0), was merged into this suggestion.

25 Sep, '20
Esqarrouth AdminFixed, will be released in Version 91

28 Sep, '20
WaddlyatchaConsistent patterns playing against bots indicates rolls definitely are not random. In first dozen turns, it's rare to get both wood and brick; you get one or the other, even if you're on an 8 or 6. Once you've built your first settlement, then you will begin getting both consistently. Also, it occurs a little too frequently that bots roll 7 immediately after someone builds their first settlement/city, esp when playing with friendly robber.

30 Sep, '20
grayllingA while ago I posted I had kept track of the dice rolls over 105 games. Here are the stats from 315 games
Total # rolls over 105 games  7165
# % of rolls
2  2.81
3  5.45
4  8.61
5  10.85
6  13.79
7  16.65
8  13.87
9  10.90
10  8.64
11  5.55
12  2.88 
30 Sep, '20
grayllingWhile the above stats are over an extended number of games the numbers vary wildly within each game. Sometime to the extent of being ridiculous. For instance a game with 89 turns a 6 was rolled 4 times while 5 and 9 were rolled 13 times each. A game where 3 and 11 were rolled more than 7 was. A game with 72 turns where 7 came up twice but 2 came up 4 times. Those rolls are way against the odds. As is having the same number come up multiple times in a row, which happens quite frequently.

30 Sep, '20
KatanistCan admins do a better job defining Balanced vs Random dice options?
Is "random" equal likelihood of 2 and 7? Or is it equal likelihood of 16 on each die leading to typical distributions?
Is "balanced" equal likelihood of 16 on each die leading to typical distributions? Or does it force distribute 1 out of each 36 rolls to be 2 (like picking numbers out of a hat without replacement), 2/36 roles to be 3, 3/36 roles to be 4, 4/36 roles to be 5, 5/36 roles to be 6, 6/36 roles to be 7 etc. 
30 Sep, '20
JUAN AdminKatanist, devs are about to release a blog post explaining all of these! Join the discord server for more details https://discord.gg/mB4vjwf