If I'm going to contribute, I'm going to need to break down a few primary hurdles.
As someone who doesn't feel the need to optimize, my contribution to this will be largely hypothetical. I generally think 1 undo is sufficient in environments where checkpoints are reasonably (read: liberally) placed. I very much understand Trickster's concept of heightened tension that comes from careful planning, and I wouldn't feel much fun in employing, but since bragging rights becomes a relative thing (Well *I* didn't use H&S! Well *I* didn't backspace at all!) in this kind of "
Hey I solved it"
environment, I think most people would just continue to play what's fun for them, and having the undo be an option (just like the tar alpha slider, which I don't play with either) seems fairly reasonable.
My primary issue with UU is it kind of takes out the purpose of the checkpoint, but whatever.
You have no idea how many orphans I'd sacrifice to Bael just to be able to undo after restarting to a checkpoint to the point before I hit R.
Warning: Hypotheticals incoming!
It seems to me we are arguing over primarily the relationship between
score and
difficulty. and that the introduction of a change to the current system would upset the fragile balance regarding how we interpret that inside the DROD universe, mostly because it's not happened yet, and forecasting is always risky business.
"
I want to continue to work under these conditions so I feel X pride when I earn Y score."
"
I think that having UU would not drastically change the enjoyment of DROD and X pride gained from earning Y score would be similar minus the tedium required."
"
Why, why can't we undo checkpoint restarts?"
The idea of discouraging behavior somewhat makes sense to me. After all, I could systematically beat rooms, copy mxvladi's solution perfectly and get a fairly reasonable score with minimal thought at the cost of a high amount of tedium, so there's some innate honor-system chink in the score-system's armor. But it's discouraged because of how annoying it is to do.
The difference here, is if I copy Mxvladi's score, everyone knows and my X Pride takes a bit of a penalty as everyone calls me out on it. If I use UU and UU is considered a bad behavior, it's hard to tell, because I came up with a solution fairly quickly, but was it my brilliance or the crutch of UU? So,
time to solution becomes a factor as well.
The last, most important thing here is how we quantify and optimize the importance of planning. The single undo helps hedge against finger fumbling. 2 undos might hedge against it better. But infinite undo starts playing against the need to plan a little bit and I feel that's a very important part of DROD that would suddenly become...less of an issue. I'm not sure how I feel about this one, but I think it can be taken care of somewhat as I detail below because I can do this all day and this is getting ridiculous.
This is what I want:
1) UU is only unlockable after completing a room normally. This helps require planning to solve the problem initially, while permitting a different kind of solution exploration for solved rooms when people want to optimize.
2) Hold Administers get
on people's cases if checkpoints aren't suitably abundant, minimizing the difference between using UU and using checkpoints.
3) UU is not retroactive. That is, you can't use it (use meaning, use freely without discouragement) on rooms designed before 5.0. What stops people from building the room in the hold editor and trying it out? Nothing, but this is not a wholly different scenario than what we currently enjoy with the hold editor's built-in UU. This helps keep the playing field even for old stuff (and old timers with old timer scores) while exploring the option for new stuff.
This singular point might be subject to change depending upon an evaluation of a deployed UU for 5.0 holds and beyond by the community, but I think this current model makes the effort supplied for older holds to stay in check and remain fair I guess.
4) For uncompleted rooms, the amount of undos you are permitted (not unlimited) isn't a crazy number. I found it didn't detract from my experience in Flash DROD in the least. 2 would probably be optimal but I can't really explain why so ignore this point. In general, maybe this can be a slider in the options? I'm not super sure here. I fairly strongly feel that unlimited undos in uncompleted rooms takes away an important part of DROD's challenge for me. The checkpoint system makes for nice little vignettes of planning that are fun to accomplish.
____________________________
Hey, w-wait, that's the guy who shamelessly promotes his own...
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×DROD Let's Play Youtube series? Shameless, indeed. What a punk!
Current Projects:
Aurora's Palace (complete)
Terrakept Resonant (complete)
Beethro's Brain (complete)
The City Beneath (completish)
Gigantic Jewel Lost (complete)
Magic Show (complete)
Cube of Memories (complete)
Castle Steele
Feel free to watch/insult/try to give advice to at:
http://www.youtube.com/user/Pearls13a (channel)
http://www.youtube.com/user/Pearls13a/videos?view=1 (playlists)
[Last edited by Pearls at 11-24-2012 05:41 PM]