xspeedballx wrote:This is going to seem hugely off topic, but I actually think it is relevant and would love to hear opinions and actual facts:
Can every dungeon be completed purist every time?(Let's ignore bugs for now, the screwed thread highlights those nicely). Meaning, if a person played perfectly but without additional knowledge could every dungeon achieve a purist win? Similarly can every badge/class/race have a strategy created that will guarantee a win for a given dungeon?
The Avatar wrote: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.
xspeedballx wrote:Can every dungeon be completed purist every time?(Let's ignore bugs for now, the screwed thread highlights those nicely).
dislekcia wrote:And we're saying that any resource cost placed on a locker system, be it time, gold, real cash money or sloth pictures, is going to become a "fun tax" for players over time.
dislekcia wrote:The current "fun tax" is a lot less time consuming and taxing than any of the previous "fun taxes".
xspeedballx wrote: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."
xspeedballx wrote:...What I am seeing is that by offering more control with locker slots and preps in general you reduced the random and replaced it with constants. Now players can SEE clear efficient paths but not always reach them(though they are obtainable) which feels painful. Those players this effect are demanding for a solidifying of the constants. When the reality is the removal of them altogether(locker slots not being restorable going in that direction) would have a similar comforting effect by moving towards what the Devs are describing as playing a run for fun, and getting what you can out of it...
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