Undo/Redo is one of the first things we implemented and we like it a lot since it lets you thoroughly explore the different paths of the game quickly. We'd need a pretty good justification for artificially limiting it…
The reason for limiting "undo" is because they are not counted as moves when in reality it is two moves that are not reflected in number of moves made in a game. One move to a new place then another move back to the original position. This distorts the number of moves a player makes.
A player who makes, say, 100 moves with no undos will rank lower than a player who has 98 moves and 10 undos.
It does not reflect actual moves made. For as noted, an undo is two moves not zero moves.
If that's the way you count moves, RevMudd has a good point. Since I would hate to lose unlimited undo's, I would rather you just counted undo and redo as moves.
You make a good point RevMudd. I'll play Calculation and at times I see another path and I'll 'undo' 6 or 8 moves. But I liken it to 'super moves'...it's not one players fault that everyone doesn't use it.
But, as RevMudd points out, someone who manages to guess correctly, or has more insight, or just takes a better path on the first try deserves to be ranked higher in the moves list. I personally don't care that much, but it is kind of a hoot to once in awhile end up with the fewest moves. If you care, I can see why you would want to be ranked higher for not having used undo.
Whatever happens, PLEASE don't limit the number of undo/redo's. The harder puzzles (spider in particular) are nearly impossible without them!
We would never limit the number of undos. It's the first real feature that Jim and I implemented, even before super moves. We eventually might count them as part of the moves.
We would never limit the number of undos. It's the first real feature that Jim and I implemented, even before super moves. We eventually might count them as part of the moves.
Comments
Why three?
Why not?
Undo/Redo is one of the first things we implemented and we like it a lot since it lets you thoroughly explore the different paths of the game quickly. We'd need a pretty good justification for artificially limiting it…
The reason for limiting "undo" is because they are not counted as moves when in reality it is two moves that are not reflected in number of moves made in a game. One move to a new place then another move back to the original position. This distorts the number of moves a player makes.
A player who makes, say, 100 moves with no undos will rank lower than a player who has 98 moves and 10 undos.
It does not reflect actual moves made. For as noted, an undo is two moves not zero moves.
If that's the way you count moves, RevMudd has a good point. Since I would hate to lose unlimited undo's, I would rather you just counted undo and redo as moves.
You make a good point RevMudd. I'll play Calculation and at times I see another path and I'll 'undo' 6 or 8 moves. But I liken it to 'super moves'...it's not one players fault that everyone doesn't use it.
But, as RevMudd points out, someone who manages to guess correctly, or has more insight, or just takes a better path on the first try deserves to be ranked higher in the moves list. I personally don't care that much, but it is kind of a hoot to once in awhile end up with the fewest moves. If you care, I can see why you would want to be ranked higher for not having used undo.
Whatever happens, PLEASE don't limit the number of undo/redo's. The harder puzzles (spider in particular) are nearly impossible without them!
We would never limit the number of undos. It's the first real feature that Jim and I implemented, even before super moves. We eventually might count them as part of the moves.
We would never limit the number of undos. It's the first real feature that Jim and I implemented, even before super moves. We eventually might count them as part of the moves.