Krishh wrote:
But only puzzles that rely on movement order would benefit from that function too.
It's not that straightforward. Like it or not, monster movement order has an impact on room design and gameplay for both architects and players, including in rooms that do not rely on it. You'd be hard pressed for instance to find an optimal room demo, that doesn't rely on monster movement order. Using it comprises a large part of 'advanced' DROD gaming skill.
The function I described would if used simply make monster movement more predictable - rooms to which it was applied would follow the same standard as those in the original KDD where as I understand, monster movement order was always left-right, top-bottom (or some variation of that, I forget now) That might not make much of a difference very often, but then how would you fix a room that has been build in a haphazard manner at the moment? Delete all the monsters and fill them in from top to bottom seems the only way.
Optimal solutions would become more of a test of skill (albeit obscure skill) less one of randomness, trial and error. A choice of evils but IMO the former wins out.
In truth I don't see the reason for allowing monster movement order to be massaged, except in special cases (e.g. the one in this thread) I'd rather see it follow a standard, with only the option to allow exceptions.
[Edited by StuartK at
Local Time:06-01-2005 at 07:29 PM]