<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd"
	>
<channel>
	<title>Comments on: App review: Catan</title>
	<atom:link href="http://www.beatweek.com/iphone/ipodiphoneitunes/2440-app-review-catan-for-iphone-and-ipod-touch/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.beatweek.com/iphone/ipodiphoneitunes/2440-app-review-catan-for-iphone-and-ipod-touch/</link>
	<description>music - consumer tech - entertainment</description>
	<lastBuildDate>Wed, 08 Feb 2012 00:11:29 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
	<item>
		<title>By: Max</title>
		<link>http://www.beatweek.com/iphone/ipodiphoneitunes/2440-app-review-catan-for-iphone-and-ipod-touch/comment-page-1/#comment-2546</link>
		<dc:creator>Max</dc:creator>
		<pubDate>Tue, 05 Jan 2010 10:50:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.iprong.com/?p=2440#comment-2546</guid>
		<description>Thanks for the review. Agreed on the &#039;screen dump&#039; of information in the tutorials. I thought the interface was clunky and required far too many screen taps. The game should have an option to &#039;continue&#039; until the player is required to interact. Despite being an experienced Catan player I found the first few games I was guessing what various things did rather than it being intuitive.&lt;br&gt;&lt;br&gt;AI for the different players lacked a certain strategic depth. The AI should be adapted to permit a placement of a first settlement with an intent to immediately expand. Also several times I&#039;ve noticed the AIs complete their turn without exhausting every effort to discard to below 7 cards. This seems to be indicative of a low skill level especially if the AI is trying to expand. The &#039;buy development card&#039; option also seems to be the default &#039;high skill&#039; option. &lt;br&gt;&lt;br&gt;The game would also be more interesting if the AI&#039;s were permitted to collude to a certain extent if the disparity between the paired-or-triplet AI average score was significantly below the lead players score. &lt;br&gt;&lt;br&gt;It would also benefit from a &#039;ruthless&#039; setting on the AIs where they determine your weakest resource and work to prevent you getting it.</description>
		<content:encoded><![CDATA[<p>Thanks for the review. Agreed on the &#39;screen dump&#39; of information in the tutorials. I thought the interface was clunky and required far too many screen taps. The game should have an option to &#39;continue&#39; until the player is required to interact. Despite being an experienced Catan player I found the first few games I was guessing what various things did rather than it being intuitive.</p>
<p>AI for the different players lacked a certain strategic depth. The AI should be adapted to permit a placement of a first settlement with an intent to immediately expand. Also several times I&#39;ve noticed the AIs complete their turn without exhausting every effort to discard to below 7 cards. This seems to be indicative of a low skill level especially if the AI is trying to expand. The &#39;buy development card&#39; option also seems to be the default &#39;high skill&#39; option. </p>
<p>The game would also be more interesting if the AI&#39;s were permitted to collude to a certain extent if the disparity between the paired-or-triplet AI average score was significantly below the lead players score. </p>
<p>It would also benefit from a &#39;ruthless&#39; setting on the AIs where they determine your weakest resource and work to prevent you getting it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Max</title>
		<link>http://www.beatweek.com/iphone/ipodiphoneitunes/2440-app-review-catan-for-iphone-and-ipod-touch/comment-page-1/#comment-2503</link>
		<dc:creator>Max</dc:creator>
		<pubDate>Tue, 05 Jan 2010 02:50:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.iprong.com/?p=2440#comment-2503</guid>
		<description>Thanks for the review. Agreed on the &#039;screen dump&#039; of information in the tutorials. I thought the interface was clunky and required far too many screen taps. The game should have an option to &#039;continue&#039; until the player is required to interact. Despite being an experienced Catan player I found the first few games I was guessing what various things did rather than it being intuitive.&lt;br&gt;&lt;br&gt;AI for the different players lacked a certain strategic depth. The AI should be adapted to permit a placement of a first settlement with an intent to immediately expand. Also several times I&#039;ve noticed the AIs complete their turn without exhausting every effort to discard to below 7 cards. This seems to be indicative of a low skill level especially if the AI is trying to expand. The &#039;buy development card&#039; option also seems to be the default &#039;high skill&#039; option. &lt;br&gt;&lt;br&gt;The game would also be more interesting if the AI&#039;s were permitted to collude to a certain extent if the disparity between the paired-or-triplet AI average score was significantly below the lead players score. &lt;br&gt;&lt;br&gt;It would also benefit from a &#039;ruthless&#039; setting on the AIs where they determine your weakest resource and work to prevent you getting it.</description>
		<content:encoded><![CDATA[<p>Thanks for the review. Agreed on the &#39;screen dump&#39; of information in the tutorials. I thought the interface was clunky and required far too many screen taps. The game should have an option to &#39;continue&#39; until the player is required to interact. Despite being an experienced Catan player I found the first few games I was guessing what various things did rather than it being intuitive.</p>
<p>AI for the different players lacked a certain strategic depth. The AI should be adapted to permit a placement of a first settlement with an intent to immediately expand. Also several times I&#39;ve noticed the AIs complete their turn without exhausting every effort to discard to below 7 cards. This seems to be indicative of a low skill level especially if the AI is trying to expand. The &#39;buy development card&#39; option also seems to be the default &#39;high skill&#39; option. </p>
<p>The game would also be more interesting if the AI&#39;s were permitted to collude to a certain extent if the disparity between the paired-or-triplet AI average score was significantly below the lead players score. </p>
<p>It would also benefit from a &#39;ruthless&#39; setting on the AIs where they determine your weakest resource and work to prevent you getting it.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

