DRL > Bug Reports
[0.9.9.3 win] Spawned in a trap
Ander Hammer:
--- Quote from: AStranger on June 04, 2011, 15:51 ---Maybe I can change your mind.
--- End quote ---
That's how the numerical probability works, yes, but the chance of actually getting a cave level with a disconnected river after 10, 25, 100 caves remains under one percent; your luck doesn't change the more safe caves in a row you find.
Even the 50% chance of having landed one after 100 caves (assuming you've actually landed in the disconnected river without a way out) isn't very serious. I think it's still worth it to discuss the issue and make sure it just can't happen ever, as well as spawning ideas to tighten up some related bits of game.
Thexare:
Frankly, that's the sort of RNG screwing I consider entirely unacceptable. There's no sort of skill that can get around that short of carrying a phase device and hoping for the best - remember that in several challenges, that's your only option; no rocket launchers in AoB, AoMr, AoSh, or AoPc, and you can't seriously count on Hellwave Packs nor should you have to waste one getting out of this situation.
And, not to repeatedly bring up my own idea, but it doesn't make any sense for staircases to start or end in rivers or on a bridge anyway - preventing that would prevent this and it'd be more logical than the current state anyway.
Simon-v:
Not to mention all cave walls are indestructible, or at least were such last time i checked (which was probably about a month ago).
AStranger:
I'll admit that my analysis is actually just the percentages of seeing a cave level with a vertical river, the probability of getting stuck is actually much lower. I was in a hurry when posting and got ahead of myself.
--- Quote from: thelaptop on June 04, 2011, 23:09 ---Yeah, but you missed the second part.
--- End quote ---
Wait, now you expect me to be able to read? For some reason when you said 'not fix', I heard 'leave it in the game', not 'create reachability tests instead of fixing this one corner case'. I would still consider fixing this, but I'm the type that likes getting rid of bugs (shown by the last six months of my past job being spent solely refactoring/bug fixing) but in reality as long as the end user doesn't experience it, the underlying implementation doesn't matter to me.
--- Quote from: Ander Hammer on June 05, 2011, 08:06 ---That's how the numerical probability works, yes, but the chance of actually getting a cave level with a disconnected river after 10, 25, 100 caves remains under one percent; your luck doesn't change the more safe caves in a row you find.
--- End quote ---
My apologies, I never meant to imply that the probability changes if you are only ever looking at one level generation. My point was that even though 0.75% may not seem very likely, if you repeat that chance enough eventually the odds become stacked against you. Now I'm curious about the probability of getting stuck given you have a cave level. Probability states that I've most likely already seen a disconnected cave/river level, but without a computer map or a mob/me being generated in there I wouldn't know.
--- Quote from: Thexare on June 05, 2011, 12:48 ---Frankly, that's the sort of RNG screwing I consider entirely unacceptable. There's no sort of skill that can get around that short of carrying a phase device and hoping for the best - remember that in several challenges, that's your only option; no rocket launchers in AoB, AoMr, AoSh, or AoPc, and you can't seriously count on Hellwave Packs nor should you have to waste one getting out of this situation.
--- End quote ---
This was pretty much what I was thinking. The probability was a more numbers oriented argument because I didn't think I'd be able to articulate this as well as you did.
thelaptop:
--- Quote from: Simon-v on June 05, 2011, 13:34 ---Not to mention all cave walls are indestructible, or at least were such last time i checked (which was probably about a month ago).
--- End quote ---
Just tested it yesterday. Only a Phase Device could save me that time.
--- Quote from: AStranger on June 05, 2011, 15:39 ---Wait, now you expect me to be able to read? For some reason when you said 'not fix', I heard 'leave it in the game', not 'create reachability tests instead of fixing this one corner case'. I would still consider fixing this, but I'm the type that likes getting rid of bugs (shown by the last six months of my past job being spent solely refactoring/bug fixing) but in reality as long as the end user doesn't experience it, the underlying implementation doesn't matter to me.
--- End quote ---
Yeah, you were supposed to read the second line in my two-line/two-paragraph post. Between fixing the underlying bug, which requires a lot of added dependency checks when generating each item, and just doing accept/reject tests, I'm going to think the latter is more useful.
Level generation doesn't take that long, does it?
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