???Wussel wrote:Most annoying is that it is not possible to make stronger or weaker poison.
Dugi wrote:He broke the guideline 'ask, don't demand'.
Dugi wrote:This was pretty much a demand, as if it was my or someone else's duty to help him.
Dugi wrote:That is why I didn't reply. That is why nobody else replied except two posts that weren't helpful to him at all.
Wussel wrote:They probably know this and disregarded it because it makes the game more sophisticated.
JaMiT wrote:Wussel wrote:They probably know this and disregarded it because it makes the game more sophisticated.
That would be better worded as "complicated" or "complex", not "sophisticated". One of the guiding principles of Wesnoth game design is "Keep It Simple-Stupid". Greater sophistication in implementation (more-or-less meaning being able to handle variations) is usually good, provided the overall "simple stupid" guideline is not violated.
In this case, the question really is whether or not it is worth complicating the player's experience with poisons of various strengths. For example, suppose a player has poisoned units on the board -- how would the player know which are affected by the weaker (or stronger) poison and which are affected by standard poison? How would this difference be distinguished in the poisoning units? (And maybe some additional non-obvious complications that I cannot think of off the top of my head.) Is there enough benefit from this change to poison to warrant these complications for players?
Posting Guidelines are not Forum Rules, they are just suggestions about good behaviour. Therefore, I don't think that breaking Posting Guidelines should be reported, but if the official interpretation is different, fine then.If you felt that Lehor’s post was in violation of the Posting Guidelines (specifically §1i thereof), then you ought to have reported it, per Posting Guidelines §5, as I have told you before.
Users browsing this forum: No registered users and 1 guest