mxvladi wrote:
(I'll note that I didn't read all of the posts above, so I may be repeating someone, but I want to share my opinion anyway)
Unlimited undo seems like overkill to me. Undoing 3-5 moves is usually more than enough to fix silly mistakes player might make when playing the room. If 3-5 move undo is going to be implemented, I'm all for it. I don't see why anyone would need more than that(if you've screwed up so much that 3-5 move undo won't help, well, restore to the latest checkpoint, then!).
I've noticed that some people mentioned that optimizers can optimize stuff in editor(which provides unlim.undo), but this is not the same as having unlimited undo in-game. Since editor doesn't save demos, optimizer will have to repeat his perfect, optimal solution move-by-move, and this is boring as hell (IMO). If he's willing to waste his time on it, why not? Unlimited undo in-game would make the optimizing process slightly, slightly faster. It especially applies to roach-horde rooms and stuff like that.
THIS.
Moreover, if you have to make a change to DROD, why make it the most sweeping change possible?
Let me see if I can counter-argue here. Jatopian has been making a lot of arguments about optimizers, but unless I'm mis-remembering, he's the guy who claimed in a recent thread that he "
wasn't an optimizer"
himself. Well, mxvladi and I are optimizers, and I have something to say here that may have been missed.
UU removes part of the joy from optimizing. When I first play a room, I try to optimize it the first time if I can. This means skipping checkpoints (for faster paths) and taking risks. It means there is heightened tension. If I box myself in, I'm SCREWED. That makes my adrenaline pump. You don't get that if you have unlimited undo of mistakes.
I play roguelikes. These are games where if you die, you are dead. No restarts. That's what makes them fun. And half the fun of DROD rooms is the fact that when I play, I have to choose between optimal path and taking a huge risk on death, vs. sub-optimal path to hit a check point. I absolutely love that. It makes the game exciting even when a room is as boring as grass.
Yes, I realize putting an option in for the player could allow me to "
turn off UU"
but I know eventually I'd use it somewhere and lose something I used to really enjoy. I also want the option to make rooms that are hard so other players can experience the tension that I enjoy. If they don't like it, they don't have to play my holds (it's not like there aren't hundreds more to choose from). So I'd much prefer something like UU, if it be allowed in at all, be left in the hands of the architect.
Although I think 1-move undo is good enough as it is, admittedly. It certainly makes stuff (tar, mud, and gel) exciting to fight in, and teaches you to recognize how it will grow, whereas a 2-move undo would totally remove that element of stuff-growth danger.
I don't think it's just me, but maybe it is. I think taking a poll of regular players would give a better measure of what people consider "
acceptable"
, "
ideal"
, and "
unacceptable"
than asking on a thread. Some forum members miss threads, others won't post on them because they don't like dealing with the interpersonal issues that arise, and others are just more vocal proponents for their side of things (myself included, if I actually had the time to monitor things at the moment). A poll would reach a larger segment of interested drodiots, particularly if it were highlighted in the newsletter. Just a thought.
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