NiroZ wrote:
Yeah, I HATE those rooms.
Why? Mainly because these checkpoints happen to be in rooms that focus on efficiency(well, the ones I have noticed anyway). Now, checkpoints, I believe, are there to stop you from repeating the same steps multiple times.
Now, if they put them in places where you ... can't get them because you are trying for a high score, they shouldn't be there at all.
Don't get me wrong, I don't advocate just spreading checkpoints everywhere, or shoving them down your face, but if your not going to use checkpoints properly, why use them at all? Its just going to end up frustrating people IMHO.
I disagree with you. Solving a room is very different from optimising it. How does the hold author necessarily know what the most efficient solution is? If he/she did, then there would be no point in bothering with optimisation, since he/she would have optimised the rooms before you could get to play them. Because of this, it's highly unfair to suggest that an author should ensure checkpoints are on squares that are part of the optimised solution;
which squares are part of the optimal solution?
Similarly, what if you find an optimal solution that uses a particular square, which does contain a checkpoint? Would you say that that checkpoint is well placed, and is an example of good design? Now what if someone else comes along (as someone probably will) and shaves 2 moves off by using a different square. Is the checkpoint that was originally in the "
optimal"
solution path now "
useless"
? Would you say that it ought not to have been there in the first place, as it now serves no purpose in optimisation?
I agree that checkpoints should be used to help in the
solving of rooms. I do not, however, agree that they should be positioned with optimisers necessarily in mind; this is a separate problem that I think
unlimited undo will help to solve better.
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Resident Medic/Mycologist