zex20913 wrote:
Architect's mistake.
Whoa. The only architect's mistake should be making an impossible room. All monsters should be able to be in a room in large numbers, without providing a major problem for the coders/developers/players/whatever. Tedious is okay, but unknowing of how to kill is not.
I'm sorry, that's just plain silly. Architects can make good rooms, they can make bad rooms, and they can make rooms which are impossible. The burdeon of testing the room and making sure it works properly is on the architect, not on the game designer. If there's a monster that is always impossible to kill in big groups, then architects shouldn't but big groups of them in. The editor shouldn't prevent them from doing so, but that's a totally different issue.
I'm not arguing about the merits of this particular monster - I don't have a strong opinion about it either way - but I don't think "
careless architects may create impossible rooms with it"
is a good argument against a monster.
And tedious is not ok. It's bad design. It's not as bad as impossible, but it will lead to negative impressions of the hold in question.
The game designers are not accountable to the architects. Both the designers, and the architects, are accountable to the players. If an architect makes a hold that doesn't please the players, he made a mistake.
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