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Re: Design post on the blog!
Posted:
Thu Feb 14, 2013 9:15 pm
by Galefury
No.
This sentence is just to get to the 25 character limit.
Re: Design post on the blog!
Posted:
Thu Feb 14, 2013 9:42 pm
by dislekcia
Re: Design post on the blog!
Posted:
Thu Feb 14, 2013 10:07 pm
by The Avatar
I'm not surprised there is one set of winning directions for anything purist. But consider how hard it is to come to that (or even one of the 30. You make a ton of moves with a ton of other things you could do. The chance of hitting the one of 30 solutions acting randomly, or even non-randomly, is tiny. So yes they can be all won purist always. But it will take a lot of tries to even pull that off once in a harder dungeon.
Re: Design post on the blog!
Posted:
Thu Feb 14, 2013 11:07 pm
by dislekcia
Re: Design post on the blog!
Posted:
Thu Feb 14, 2013 11:34 pm
by Galefury
Re: Design post on the blog!
Posted:
Fri Feb 15, 2013 12:13 am
by xspeedballx
It is not a design goal to allow for a person to be locked surrounded by level 3's. So it's a bug. A lot of those were basically that in short or long form.
If the game started you at level 10, with the whole level revealed doing 900 damage a hit and with only one enemy at level 1 with 5 hp and 0 damage. You have a guarantee solve. This sounds ridiculous. But Guaranteeing a dungeon is solvable does not require a solver.. it requires balance and tuning and math. I doubt they apply sigma's but if the game was at 4-5 sigma for "solvable vs unsolvable" that would be less than I believe .0001% failure rate. Acceptable by a lot of standards as "working."
Re: Design post on the blog!
Posted:
Fri Feb 15, 2013 12:24 am
by OneMoreNameless
Re: Design post on the blog!
Posted:
Fri Feb 15, 2013 12:34 am
by Galefury
Re: Design post on the blog!
Posted:
Fri Feb 15, 2013 2:56 am
by TigerKnee
Re: Design post on the blog!
Posted:
Fri Feb 15, 2013 4:14 am
by Bloggorus
According to my mathematical education, in a system this complex there is no way of definitively saying that every dungeon is completable purist every time.
Maybe in the easier dungeons you are approaching a probability of 1 enough to say that it's a definite yes. But I'd also say that in vicious dungeons the chance of success approaches 0 to the point where numbers break down, ie. the variables involved make the outcome uncomputable