Rather than bloat the huge feedback thread, I'll make a new thread. Can we have multilevel undo, please?
Of course, leave it the way it is that you can't undo attacks, but any normal undoable action should be fair game for a multilevel undo. As well, I don't understand why captures can't be undone.
why would you not want to capture a base unless youre switching to a better trooper
Not sure exactly what changed in that beta version that everyone is talking about (since no one invited me to it
). But i agree with Pistos!
@djdarkstar187: What's the point in capturing a base that you know you can't have? Sometimes it's just better to stand on top of the base without capturing it...
no one invited you? On of our top players? Well you are invited now
Even though i fear that your not a chick. I'm gonna have to say this:
I love you plasticshore!!![]()
Thanks!!
yeah, me too! I loves ya plastic and bert. but i'm not, you know... not that there's anything wrong with that...![]()
+1 to multilevel undo
It would be insanely awesome to also have non-linear undo (i.e. leave the most recent thing you did but undo an earlier action)
Non-linear undo would be cool, but probably not worth the programming effort. I think we can all make do with an undo stack, which should be easy to program.
a photoshop-like action history would be cool
Yeah, then you could click one event to roll back all the way to that event.![]()
Exactly. That would be extremely convenient for some. Although I don't think that many would use this feature
I think just having the ability to click Undo more than once in the action box would satisfy most people.
I think just having the ability to click Undo more than once in the action box would satisfy most people.
Yup, although if non-linear undo ever looks possible, I'd love whoever implements it
If plasticscore and bert implement some type of status report (like the live ticker) and display it in a box under the map or somewhere and use it for undo/redo, that would be something like the Photoshop action history. And that would be so so cool.
I think undo is a cop out.... fair enough, sometimes you make a move accidentally, but to be able to undo more than one move means you're changing strategy, which I disagree with
It's like if you lift your fingers off the chess piece, that's it you know? no changing mind
I don't see the big deal. It's still fair for everyone, as long as you don't undo anything dealing with dice. The rest of the game is completely deterministic.
A lot of times I've not realised something is a mistake until after I've moved another unit, and by then its too late..
Need more undo-power!
-1, This is a strategy game, not an action game. If you make a mistake (esp. since this is a web based game) then it makes sense to be able to undo that move. More than that detracts from the fun of the game, imho.
Think before you move!![]()
I think this is a case of: if you don't like it, don't use it yourself, but having it there for others shouldn't detract from your own way of playing. I can hardly see how it would give your opponent (who is using it) an advantage over you. But you guys are trying to handicap people that would need/want to use it by voting it down.
While I would like a mutilple undo, I have to agree that it is not a good idea. My thoughts are that you would be able to try out several scenarios to see which would yield the best result. This in my mind takes away from the strategy aspect of the game. By not being able to "see" into the future it creates more risk and therefore requires careful planning. I do not see it as an advantage to one side or the other, but weaking of the game.
I like the idea of being able to undo a capture. I once inadvertantly captured a base! This is rare, but in that instance I wanted to park the infantry on the enemy base for that turn so that they could not build a unit there, then the next turn, I was going to use that infantry to press on and attack, while having another infantry in the back line capture the base. When you capture a base, you lose an infantry from play, and there is no chance aspect. This should definately be undoable. Everything except attacks should be undoable.
bpenick - good point about having to visualize scenarios in your mind's eye rather than in play. I favor a 3-level undo stack. 1 level of undo is just too little, while an infinite undo stack takes away from something that is really special about this game: you have to think carefully before acting.
I also agree with SuperKing, I commonly will realize a mistake the second after moving one unit beyond my ability to undo that mistake!
Hence, 3-level undo stack, satisfying 90% of the points in this discussion
.
I could be satisfied with a 3-level undo stack, but would be most satisfied with one that went all the way to the beginning of your turn. Of course, attacks should not be undoable and should clear your stack.
Best yet: Have a variable option at game creation time. n-level undo stack for this game. ![]()
So then you purists can make it 0.
And us other people can make it 10 or 20.
The question is what is the purpose of the undo feature? I think it is if you miss-click when moving, or somehow the server gets the wrong command, you can fix it. I do not understand how a miss-click could go unnoticed until you have made a second move. If you are doing this then the answer is to watch the game more carefully, not open a strategic loophole.
Pistos, it is not about giving others an advantage - if there were multiple undo levels I would absolutely use them in calculating my strategy. However, I think that detracts from the game - I know I would enjoy it less. If the point is to allow for "role playing" in a battle so you can try out different strategies why not make it its own feature (like a war room) then you can include making simulated attacks, etc. so you can really play it out.
I do agree that capturing a base should be un-doable since the results are always known. I think all deterministic moves should be un-doable.
Normally the type of mistake I'm thinking of is putting a unit in the way of something else that I want to move through, but I already moved another unit up, originally thinking I hadn't blocked myself.
You could say that I ought to be more careful, but to be honest I don't play Weewar with the mindset as I would chess (I don't think through every ramification of every mouseclick, hence I make the occasional slip)
I think after deliberating it, I have to agree with dekrazee's sentiments, I can see a 1 level undo like what it currently does because sometimes mistakes happen but any more then that seems like a "cop out." You should have all the moves that you want to do thought out and you treat the game as is. It punishes you more for your carelessness instead of forgiving you for it and I like it like that.
well i think there should be an undo for capturing bases
sometimes you think the mouse didnt respond and you double click and youve captured a base when you just wanted to sit there, not leaving yourself vulnerable
^ That I totally agree with.
arcon, PBSky, dek: Personally, I wouldn't [much] use it for testing out lots of different strategies, BUT, I wouldn't care if others used it that way. I know what y'all are saying, but I don't think you should be stopping people from having the option in the game for them to exercise. For me, I do sometimes run a certain multi-unit maneouver a little hastily, and since all the moves are deterministic, and there is no fog of war, and no attacks were involved, a big part of me expects to be able to unwind my move stack several steps.
Like I said, I see your point about certain players that think "better" or more carefully would be better at the game with a restricted undo system. So, feel free to create your games with undo level 0 or 1. But I think we should let others make their games with deeper undo stacks.
My mantra: Options FTW!
This way, you can have games with undo levels of 0 or 1, and those who think puristically like you guys do can choose to play only in those games, to watch only those games, etc.
Sending ...