Quote (Cheeya @ Jul 3 2020 01:22am)
What should or shouldn’t happen in YOUR opinion is completely irrelevant. We have already done the testing in the past using well maps and have found MULTIPLE DOCUMENTED CASES of well maps with one less well than they should have.
These are facts not open to debate. Get over it.
Opinion is opinion, yours is valid, so is mine, get over it for fuck sake and accept the fact that not everyone has to agree to your whims... as a coding point and what is written in the code is fucking wrong... 10x10 - 1 for Map mods is fucking simple to code in, so they are lazy coders that don't give a flying Fudge what you or I think... is that your excuse. Take a back seat on the taxi ride and overpay because they take you the long way around.
Quote (schmoogalaboo @ Jul 3 2020 01:22am)
Why not? It's your decision which square you want to be the last square. If you enter a map and the location of all the EP's, TC's, wells, etc, is already determined and they are in fixed spots, it's up to you how you want to explore the map and it's just dumb luck that the square you finish on had one of your map features.
Simple coding issue should have been fixed... as for that Cheeya stated, I knew this over 2 years ago before they stopped Events, and yet when it came back into effect, they could not even fix the coding... talk about lazy coding and as all players have to do is just accept it and move on... doesn't mean to say that it can not be brought up again in discussions years later when it isn't fixed.
EDIT: To make the point really simple for people to understand, a catacomb cleared on the last square will give you a MAP... doesn't matter if there is a well, set of EPs, Trap Door or a spin on that last square... you still get a Map... why doesn't it work on MAPS?????? Anyone have a clue??? NO right.
Dble EDIT:
Quote (schmoogalaboo @ Jul 3 2020 01:35am)
It just seems to me as if you're looking at exploring from a linear perspective. In order to avoid the issue, maps would have to be coded to reevaluate the location of map mods every move your make when in all likelihood, as it is right now, they are in fixed locations from the moment the map is generated
It is not hard to use coding like Excel and "IF" statements... it is so damn basic.
This post was edited by izParagonzi on Jul 2 2020 07:38am