Mea culpa!
I also wanted to know what change you were suggesting with that post. Sounds like you do indeed wish to abolish updating with the argument: if a mistake was not detected in beta, tough.
I propose the following the following set of guidelines (not for a hold update committee or anything, which I think is taking it too far, but for the architect):
1. Don't update the hold if it is purely aesthetic or for no reason, but will affect optimal move counts.
2. Possibly consider hold updating if an unintended solution, which spoils the puzzle, is discovered. Not merely because someone who got a better solution than you expected. (e.g. I updated a secret room in the third level of the hold since I'd not noticed that the room could be completed within the first few moves, making the rest of the room pointless. This was annoying for me, made the room pointless and unrewarding for the player.)
3. Definitely update if there is a bug which makes the hold/part of it, unbeatable.
My defense of updating:
1. The architect also wants to optimise the fun and ingenuity of his hold.
2. Some mistakes won't always be picked up on beta.
3. In fact, low move counts on the high score boards can be a pointer to this.
4. Some optimised solutions are unintended and take the fun and challenge out of a room.
5. The major distinction I'm making here is between a clever optimal solution and a *trivial* unintended solution. Updating should be allowed to remove the latter. I agree with you that it should not be done to remove the former, which seems to me is what you're upset about.
To illustrate, suppose an architect has made a complicated room involving an orb. This room contains a mimic (for another purpose). A player easily solves the puzzle by hitting the orb with the mimic, reducing the move count by hundreds, and gets a highscore, but bypasses every puzzle in the room. Is the architect really wrong to go back and put a trapdoor/force arrow/whatever, next to the orb, preventing this solution. This gives the architect satisfaction, since he's correcting an error he missed and greatly improving the room, and every other player more enjoyment, because they now have to complete the more complex puzzle the room sets them (assuming it's a good room, which is another matter).
Personally speaking, I don't get much satisfaction from bypassing other people's puzzles by exploiting their errors. I just think: that was a pointless room, shame they didn't pick up on that and fix it.
You say: "
This example is particulary aggravating, it appears the architect changed it solely to make both high score methods no longer work. Knowing that if you get too low a score the architect will simply change the room really puts a damper on bothering to optimize."
I don't agree with anyone architect doing this and deny that I have done this. Incidentally, at no point have I used the high scores to influence the editing of my rooms, so I resent that assertion and the assertion that I would make a change just to aggravate someone or undo the work they've put in. In fact, the changes I made were purely ones suggested on the forum of mistakes I'd made and things that could be improved.
I totally agree that we shouldn't be doing things to spite other people or undermine the effort they've put into making or optimising holds.
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