zex20913 wrote:
But, as an option, we'd have to exit a room into settings when we want to turn it on. And then if we want to turn it off again.
I already have to do that with alpha blending in overly dark rooms
I guess an ingame toggle would work. We have move counters, room locks and other nifty stuff like that already. Plus, I think hiding secret room entrances in small gaps in "
solid"
edges is one of the not-so-cool tricks...
On the other hand this shouldn't be that serious a problem. It's not too common for holds to have exits that can be reached but can't be used. We can make it clear that it's not cool. Don't do it.
Unnecessary, unreachable exits as red herrings or aesthetical usage should be just fine. This feature would make especially the first one much less effective (or we could start adding decoy rooms behind those edges which defeats the purpose of this entirely and proves that it doesn't solve the problem of bad and/or abusive design)
I think I'm ultimately voting 'no'.