Didn’t they say previously that the AI on console wasn’t made by them but rather by the prior developers? I thought that was part of the explanation for why the console AI behaved differently, and also why the AI has seen significant changes since the game has been ported (first to PC and now to Mobile)? In a sense, it’s not “their” AI and they too are struggling to adjust it.
Assuming I’m right about all of that, it’s pretty easy to see a non-conspiracy at work: Everyone agrees that the AI of the other developer is inferior. Re-writing it from scratch is likely a huge undertaking, so they’re trying to tweak it here & there to get it basically the same as before. But that’s a very complex operation since there are a lot of dials. It takes time, lots of playtesting, etc. and it’s probably not even possible to make it “identical” without a complete re-write.
Just so we’re clear, we’re not talking about a Candy Crush game where they manipulate the difficulty of the game by (a) giving you fewer turns than you can possibly win in and/or (b) modifying the likelihood of “good” drops based on the player’s skill, both of which are used in order to get the player to buy boosters and lives so they can beat a board and progress to the next.
It doesn’t even make sense that they would do the latter. The game isn’t based on boosters and lives, and losing in a really frustrating and clearly RNG way doesn’t encourage people to spend. If it’s abundantly clear that it’s an RNG problem then spending doesn’t solve the problem and the only possible result is that it enrages players and drives them away. The only way it would make sense to make RNG that punishing would be if they sold some sort of “RNG booster”. Which they don’t.