7 ms·
I found it very funny: https://github.com/OpenRCT2/OpenRCT2/pull/12546 https://github.com/OpenRCT2/OpenRCT2/pull/12546
by SwiftyBug 6y ago
I found it very funny:
https://github.com/OpenRCT2/OpenRCT2/pull/12546 https://github.com/OpenRCT2/OpenRCT2/pull/12546
- jansan 6y agoIt actually is funny.
- SwiftyBug 6y agoIndeed!
- infogulch 6y agoIt's always so wholesome when devs interact positively with 'exploit hunter' types. I wonder why it feels like that.
- spanhandler 6y agoProbably something to do with the "status games" definition of friendship from Impro. Friendly ribbing in a faux-antagonistic relationship may also come off as really healthy-looking, comfortable, and pleasant, for similar reasons, namely that you can't do that safely with people you aren't on good and (at least in some confined sense) equal terms with. So from the outside it's like vicariously being part of the everyday intimacy of a friendship.
- infogulch 6y agoI like this perspective. It acknowledges that they are equal at least in that they both care about the game and express that by paying attention to all of its detail, even small defects.
- fsniper 6y agoMaybe because "exploit hunter" types are in fact doing QA for the developer?
- 9nGQluzmnq3M 6y agoAnd this comment both explains why it's the way it is, and proposes an improvement: For solving mazes, here's the most popular algorithm: Touch the wall or hedge with the hand nearest to it, left or right. Keep that same hand touching the wall and keep walking. This may take you on a horribly long route, but it will eventually get you out. [...] Rather than doing complete randomness when choosing directions, I think it would be actually better to assign an strategy for each player (once they enter the attraction), setting their default direction to "always clockwise" (as it was before this PR) or "always counter-clockwise". https://github.com/OpenRCT2/OpenRCT2/pull/12546#issuecomment-668259847 https://github.com/OpenRCT2/OpenRCT2/pull/12546#issuecomment...
- ben509 6y agoIt is a popular algorithm, especially because it's stateless, but it only works if the maze is simply connected, so a simple loop can cause it to fail. A simple mechanism that would also make it more interesting would be for wall following to flip handedness at random intervals. That is, the guest would start off by following the wall with his left hand, and then after some random number of steps, start following with his right hand.
- kd5bjo 6y ago> It is a popular algorithm, especially because it's stateless, but it only works if the maze is simply connected, so a simple loop can cause it to fail. If we’re talking about mazes where the entrance and exit are both on the perimeter wall, those points must be connected by that wall and the algorithm is guaranteed to be successful.