Let me address a couple of comments and share my thoughts. I apologize ahead if I sound annoyed, because I kind of am but I need to get this off my head so I can resume work
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1. What is bug and what is odd is a matter of perspective - for me the behavior posted in this thread is a very obvious bug. The token thread? Obvious bug.
Snakes + invisibility + brains? Very much a bug. Your mileage may vary, trying to steer the discussion away from the individual merit of a specific report towards "
this is not a bug, just a quirk"
is fruitless and in my mind is more of a deliberate tactic to derail an objective conversation towards emotional exchange.
2. I don't like the idea of a game being developed by veterans for veterans. That tends to create hostile environment for the newcomers and a welcome community can only do so much against problems in the game itself. I don't want to make a game for veteran DROD players because they are an endangered species that has sub 2.1 fertility. I literally do not want to make such game, if DROD community ever becomes an elitist circlejerk I am out.
3. DROD has thousands of little interactions, rules and exceptions that create an immensely complex clockwork machine. It's really, really,
really easy to accidentally create things that don't make that much sense if you're not paying the strictest attention.
See for yourself.
And here. And that doesn't include any development from TSS initial release up to 5.1. There is only so much you can keep in your head at once. For the rest you must rely on intuition, discoverability, luck, mnemonic associations and triggers. If you ever see me oppose a rule remember that I am most likely much worse player than you are, despite statistically most likely playing DROD for longer than you. If I say it's not intuitive to a new or beginner player I am not only talking about some hypothetical newbie - I actually am talking about my own personal experience with the game. Which holds its own set of biases, I admit.
4. If you frequent chat your DROD skills are likely way above the average and that means you're also likely to be out of touch with reality of those for whom majority of the released content is challenging. I don't want to send them the message "
screw you, lest the veterans get confused by some obscure edge case used in 50 rooms out of 40 thousand"
. I don't want to send the veterans the message "
screw you, I don't care about your feelings"
because I do, but see #2 and #3.
5. Continuing that thought, I would think that the veterans would be more understanding towards normalizing atypical rules for the sake of simplicity for themselves and because they are easier to adapt. Moreover, I don't want to touch core rules that are part of majority rooms, only things that you encounter at most dozens of times during a full playthrough of all the holds, so it's not a rule that, if changed, would have a major effect on a veteran. But for a less-skilled player may be the difference between being able to reason about it and being forced to post on H&S thread.
6. Probably won't be a surprise to many but I honestly do not care about breaking demos. Of all the consequences of changing behavior, this is of the least importance to me. I do care about your feelings about your demos being lost, but I am unable to empathize with this on a more intimate level. I also don't understand the argument, that breaking demos sucks because you need to replay the same room again - the reason is that even if you have to replay the same room, due to rules being changed you don't replay the same puzzle. I do not intend this as a personal attack on your preferences - they're just alien to me. My goal when minimizing the amount of broken demos is to save others feeling sad, reduce the amount of negative feelings sent towards me and to have less work with the release of a new version.
7. Similarly, I don't care very much about not breaking rooms. I disagree with the notion that holds should be held in amber, protected from any change. I'd prefer NOT TO break rooms (because it makes people sad and is more work for me), but there are certain classes of breakage that in my opinion can be trivially amended: introducing unintended solutions and changes that can be fixed by changes in architecture or scripting. At the same time I do recognize that it sucks if something that existed before is no longer available. I do miss that Fool's Errand trick is no more because I liked it. But the art changes. You likely do not play the holds in exactly the same context as the author wanted, but that doesn't really diminish your enjoyment? It's a very broad and complex topic about what is art and how art is experienced. I think that if the architect is there to fix the room, or the room can be trivially fixed by developers by editing the hold, then it's not a change that it's worth worrying about.
I am going off on a tangent now. There might be differences on where you and me agree on what's important or not, but remember that any change meant to make rules more coherent benefits not only the 1-2 new players that will get confused (which I disagree with, new players will already be confused by a lot of things that are intended), but also the 50% of average and worse players.
I must call something out specifically:
I'm not necessarily sure that pretending like we're a new player is the way to go when looking at some of these borderline bugs [...] for the sake of the 1 or 2 new players who may find an interaction slightly odd (but not obviously buggy)
This is an irreconcilable difference between our approaches. This is why I wrote all of the above, because I don't think I can find any argument against what you said, as anything can be defended with "
that's slightly odd, not a bug"
or "
there won't actually be (m)any players who will be confused about this"
. I kind of felt that way in the previous conversations trying to defend my position which is why I didn't even attempt to defend it here. I may be out of line and completely mistaken, but I want to think I am trying to hold a bigger picture in my head - finding solutions that will benefit the game in the long run, rather than just forcing my personal opinion. Of course I am still just a human so that might look completely differently from the outside.
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And since this was written before Fogel's post about presumptions, let me address that:
1. Broken or not is not a metric I think has merit (as I talked about in #1)
2. These threads were posted by players. Here Mike himself stated that's a behavior he'd change if not for being tired. In the tokens thread the community consensus steered towards the existing behavior being wrong. Pushing spearman into bump had no real conversation. Brains & serpents had at least a bunch of people say it's a bug.
3. That's why there wasn't much argument, because in all cases: there was official wording, or the consensus steered towards it being a bug, or there was no argument from the other side.
4. I've worked with the DROD code a lot in the past, during TSS development and 5.1 development and now 5.1.1 development. If my familiarity with the codebase and its history gave me a reason to think a given behavior is intended I'd mention it. If, during the implementation, I found any indication of that, I'd mention it, but of the four threads I mentioned I implemented the change in only one. I don't want to claim to be an authority, but also given my extensive contributions to the engine I'd appreciate at least assuming that I am acting in good faith.
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Welp, that's a wall of text. The reason I think the way it works right now is bollocks is because my understanding of the rules is that if brain affects a monster it takes control of its pathing, making it ignore anything else except decoys in range. There is no other monster or situation that is comparable to Aumtlich facing Stalwarts while targetting player. There is no other situation where aumtlich moves in a direction they are not currently facing. There is no other situation where a monster faces something else than their target (with the exception of slayers which are governed by completely different set of rules, and serpents which also have their own separate ruleset).
I also think the puzzle potential of keeping this as-is is a great fuel for awful puzzles (because Stalwart pathmapping), and somewhat decent fuel for accidentally breaking puzzles (because it's obscure and easy to not know).
I also think it'd be unintuitive and difficult to understand for a player who encounters it, because of what I wrote above and because when you actually engage with this in play it looks as if Aumtlich is moving randomly if the distances are similar.
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