Poll

Should there be a "Maximum RR" setting for levels?

Yes
5 (71.4%)
No
2 (28.6%)

Total Members Voted: 7

Author Topic: Maximum release rate?  (Read 8593 times)

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Offline IchoTolot

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Re: Maximum release rate?
« Reply #15 on: June 20, 2016, 06:32:29 AM »
The 1 to 5 (and even 1 to 9) idea is too much simplyfied in my opinion. I really like having the option to have control over the exact frame the lemmings will spawn, allowing for sth like setting the exact RR teleporters/traps are able to handle sth. Total control to adapt the level to the solution.
Also it would be a nightmare for the current content.

Another question that's somewhat related is - should the release rate system be simplified overall, in particular, have less increments - perhaps something like 1 to 5, rather than 1 to 99? Some levels would need tweaking, but it would continue to allow puzzles relating to RR manipulation while reducing how fiddly these can get.

Some levels? You mean a lot!    10-20 is not avialable anymore - RR in which a digger can make a pit without anyone passing by   (27 too high, 3 too low) 
                                                   90 a good very high RR with a little space between Lemmings to ease assignment --- not avialable anymore
                                                   .......
                                                   I want to have everyone of these at my disposal! I want total control!

Even 1 to 9:  I want to have exactly 31/32 for the space teleporters for example. If I solve a level I want to have exactly X for this task and want to be able to adapt exactly with +/-1!

Also there are a lot of levels that no one would not think of, suddenly need fixes again. It just needs to be the case that the initial RR is not there anymore.

Heavily on RR depending levels could break entirely, as the RR finetuning is too clumpsy suddenly.

For this little simplification it is not worth to take an instance of control away from the player and shake up the existing level world!

Please don't make me make another huge listof level that would break :(

If nothing else, should it at least be simplified to be 1 to 50, given that currently for any even n, RR n is equivalent to RR n+1, giving only 50 different possible delays between lemmings?

This is the idea here! Levels wouldn't change and we can throw out half of the numbers, as they were useless anyway. 1 to 50 is the right idea here 100%

Vote 1 to 50!

« Last Edit: June 20, 2016, 06:38:42 AM by IchoTolot »

Offline namida

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Re: Maximum release rate?
« Reply #16 on: June 20, 2016, 07:09:48 AM »
Just to be clear - the two ideas are independant. We could move to a 1 to 5 / 9 / 50 system with or without implementing a maximum RR feature, and vice versa.
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Offline IchoTolot

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Re: Maximum release rate?
« Reply #17 on: June 20, 2016, 10:05:57 AM »
Another huge problem came to my mind with RR shortage under 50:

How about we break near to 100% of all replays that don't use one of the then remaining RR'S as the start parameter?

As most custom start RR's are even numbers like 10, 20, 15, 30,....,60, 80, 90...    not 99, 87, 75, 63, 51, 39, 27, 15, 3 as with the 1 to 9 method :devil:

So we nearly break all replays with custom RR's other than 1, 99 and the few odd remaining values......what else?

Most level creators set the start RR in a level that doesn't really need the RR to sth arbitrary like let's say 40 for an example. Not only does the replay depend on this as every Lemming other than the first will be at another place after this change, no even the level itself could be built unintentionally to work with start RR 40 then. Of course it could to 99% be altered to work with a new start RR, but it has still to be altered.

So we break I say way over half the replays, break a ton of levels ("most" [not all] of them fixable) .... only to save a few RR steps...... yeah, let's not do that :8():

Yes, the new version will still break ~ 25% of the replays, but in that cases for huge benefits as glitch-free gameplay (hinting at the builder glitch) and consistancy (hinting at wrong facing OWW's).


With RR 50 we still throw out half of the RR values and by dividing the old RR's by 2 we get 100% backward compability .... let's do that instead, shall we? ;P


Offline namida

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Re: Maximum release rate?
« Reply #18 on: June 20, 2016, 10:11:36 AM »
Makes sense.

One further question that arises - would it perhaps be preferable to keep the values at 1 to 99, but only allow selecting odd values? The advantage here is that it would provide little, if any, confusion to people who are used to the existing system - which is virtually all existing players. Or perhaps even set them as 50 to 99, rather than 1 to 50?
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Offline IchoTolot

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Re: Maximum release rate?
« Reply #19 on: June 20, 2016, 11:19:55 AM »
Makes sense.

One further question that arises - would it perhaps be preferable to keep the values at 1 to 99, but only allow selecting odd values? The advantage here is that it would provide little, if any, confusion to people who are used to the existing system - which is virtually all existing players. Or perhaps even set them as 50 to 99, rather than 1 to 50?

I see no obvious best route here.

Only beeing able to select odd values "could" also confuse. Personally I would say 1-50 or only odd numbers to 99, but I am not sure.

I think we need to wait for more people to post their opinions here. So to all of you who remained silent until now: We need input! :)


Offline Nepster

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Re: Maximum release rate?
« Reply #20 on: June 20, 2016, 04:43:12 PM »
1) BulletRide has made some very good points
In Lix the two most frequent settings are (the equivalent of) max RR 99 and a fixed RR. By keeping the current setup for max RR 99 and using grayed out buttons for fixed RR, we can cover these two cases while only adding a tiny bit of complexity. Even better for people who have played the original game (or the current NeoLemmix): The only new part, namely the grayed out buttons, is very intuitive, so they have hardly anything new to learn.

2) Do not use three buttons to adapt RR
As Simon likes to point out: RR changes are not a core part of lemmings (though useful in my opinion). So it should not take too much space. Compared with max RR, I would think that having the possibility to give 9 different skills would be much more useful to level creators.

3) Keep the flexibility to adapt the RR frame-precise
I think most levels could be adapted to use only 10 predefined RR values. However consider for example "Blast the Lemmings" (NepsterLems, Sun 5): The level is possible with RR 99, but the RR is set to 97 (originally 95) because the solution is easier to execute with a little bit more space between the lemmings. So the player profits from the flexibility, even without knowing anything about the RR and how to change it.

4) Use only 1-50 instead of 1-99
I remember that years ago, I spent quite a bit of time on a level, testing every RR (in some interval around 70-85) to find some optimal RR. At that time I thought every RR corresponds to a different distance between subsequent lemmings. So I actually ended up testing twice as many values as actually required, wasting lots of time. So I am very much in favor of changing the way the RR works.
Regarding "odd values in 1-99" vs. "1-50": With only odd values in 1-99, people might feel that we restrict their choices in selecting distances between lemmings. "1-50" doesn't remove this problem completely, but it has a bit more the flavor of a new system (though still similar) which hopefully partially prevents this problem.

Offline Simon

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Re: Maximum release rate?
« Reply #21 on: June 20, 2016, 07:37:41 PM »
Also it would be a nightmare for the current content.
Also there are a lot of levels that no one would think of, suddenly need fixes again. It just needs to be the case that the initial RR is not there anymore.

Yes.

Quote from: Nepster
1) keeping the current setup for max RR 99 and using grayed out buttons for fixed RR
2) Do not use three buttons to adapt RR
3) Keep the flexibility to adapt the RR frame-precise

Yes.

Quote
4) Use only 1-50 instead of 1-99

Consider 53 to 4 instead of 1 to 50.

Consider 1, 2, 4, 6, 8, 10, 12, ..., 90, 92, 94, 96, 99.

Problem of 1 to 50: You break mental associations between lemmings behavior and certain RR values. In particular, the numbering 1 to 50 ditches the iconic RR 99. Everybody will subsequently talk about "RR 50" and you have to ask them whether they mean L1 RR 50 or NL RR 50.

When you number 53 to 4, you renumber still, but have compensation. Every number describes what it does. Instead of complicated formulas, you have to do nothing.

-- Simon

Offline namida

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Re: Maximum release rate?
« Reply #22 on: June 21, 2016, 10:53:53 PM »
In regards to release rate fixing - based on discussions, I get the idea that most people would be happy with a level having two options to choose from - (a) the existing system, or (b) release rate cannot be changed. (Without any seperate option to set a maximum that isn't 99 or the same as the minimum.) Are there any objections to this?
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Offline bsmith

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Re: Maximum release rate?
« Reply #23 on: June 25, 2016, 04:23:20 AM »
After some thought, I find that I adjust the release rate more often than I thought.  Turns out I have many reasons to choose a different, specific rate.  The first is the simple get everybody out reason.  Another is the trick of choosing a release rate to let exactly one lemming slip past a digger pit.  A different crowd control technique I use is to calibrate a release rate to a naturally occurring pen for the crowd.  A example of this is in Sunsoft 13 Doomsday.  The leftmost open chain link is a natural pen for the crowd and I find that by setting the release rate to 3, rather than the default of 1, the crowd all piles on top of each other, rather than spreading out in the pen.

So you can count me in with the people who want to keep the finer control that the current RR system allows.

Offline namida

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Re: Maximum release rate?
« Reply #24 on: October 13, 2016, 12:42:51 PM »
Well, discussion here seems to have died down. V1.47n, while not introducing an option for an arbitrary maximum, did add the option to disallow release rate changes altogether on a level. If people are finding this to not be enough, this subject can be revisited in the future, but for now, we'll consider this discussion closed.
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