In DROD AE, it was possible to construct orb puzzles with gates hidden under tar. Given n orbs, of which k<
n had to be activated (representing, for example, a certain number as a solution to a riddle), it was hard to figure out the correct solution by trial and error.
Now that you can click on orbs to see what they'll do to doors, hiding doors under tars has become rather pointless. This is a problem for orb puzzles in holds like "
A Quiet Place"
and ... my own holds.
There is, however, another (in fact better) way to construct such a puzzle now
without scripting, where there is no other way
AT ALL to find the solution in-game except by trial and error.
In a correct solution, the average number of attempts required to find the correct solution by trial and error should be M/2, where M is the number of possible solutions, otherwise the puzzle cannot be regarded as uncrackable.
VortexSurfer