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Re: Puzzle Designing

Posted: June 16th, 2010, 3:22 am
by Farwalker
Jedi_Learner wrote:Here is one of mine:

2111 8605 0012 3311
1000 4206 5711 9023
↑ ↓ → ↑ ← ← ↓ ↑ ← →


Designed for a slider chest with a plaque on the wall depicting the above. If the wrong combination is entered, the chest could explode causing lots of damage or it could spawn in a couple of *protectors* which are tough to kill. These *protectors* wouldn't drop loot or give experience to avoid them becoming farmable. The number '1000' is intentional, requiring the player to give a little thought as to how they input the correct combination in without being hurt.
Hmm. Not sure what you mean by the 1000 remark, but one interpretation of this puzzle would be to use 8605 as the answer. Or alternately 5711 I suppose.

Re: Puzzle Designing

Posted: June 16th, 2010, 3:54 am
by CrazyBernie
I came up with 3311. *shrug*
I defy logic. Of course, being as right brained as I am, the reverse is often true. :mrgreen:

Re: Puzzle Designing

Posted: June 16th, 2010, 7:17 pm
by Farwalker
Jedi_Learner wrote: If you enter the correct combination going left to right, you will trigger the trap if you don't go backwards for the first number or touch the other sliders first.
Oooh, I like it! :D

Re: Puzzle Designing

Posted: June 17th, 2010, 12:49 am
by Samurai Drakon
Here's a riddle,

What seems inky dark but doesn't leave a mark
Turns blue if the time is true
Can't touch or feel
You can see me
If you don't live in the ground

Re: Puzzle Designing

Posted: June 17th, 2010, 6:15 am
by Turtle
The sky?

Re: Puzzle Designing

Posted: June 18th, 2010, 4:05 am
by bitsweep
Jedi_Learner wrote:The answer to my puzzle is 8605. Start on the number 5711 and follow the arrow directions. If you start on another number, you'll end up heading in a direction that doesn't contain a number.
Farwalker wrote:Hmm. Not sure what you mean by the 1000 remark...
Image

If you enter the correct combination going left to right, you will trigger the trap if you don't go backwards for the first number or touch the other sliders first.

This is exactly why I loathe most puzzle designs--they simply do not contain enough information to "properly" solve them where you've even got half a chance of doing so without getting pummeled.

Here's what I mean: The way I think, you could end up with any of those numbers. Why? Because with the information given, there is no indication that the arrow directions cannot "edge wrap" back around to the prior column or row.

If there was another earlier clue/reference to the puzzle/chest, say perhaps with a pirate-y quotation about, "One should never wander off the edge of what is written on the charts, for there lie beasts and bombs and all manner of evil ilk." then I would at least have a shot.

My 2-pence worth...

Re: Puzzle Designing

Posted: June 18th, 2010, 10:28 am
by Gorgon Rider
Jedi_Learner wrote:
bitsweep wrote:Here's what I mean: The way I think, you could end up with any of those numbers. Why? Because with the information given, there is no indication that the arrow directions cannot "edge wrap" back around to the prior column or row.

Then place skulls or something similar around the numbers, or would you find that confusing as well?
Might be confusing, as you get into the situation of too much info/info overload. For what it's worth, I generally have trouble with puzzles like these as well, since I tend to think too much 'outside the box' or overthink.

Re: Puzzle Designing

Posted: June 18th, 2010, 10:49 am
by Oshkell
You know, I'd like to see a blasting-powder-based puzzle. Book II kind of made some "simple" ones, in that you had to cart 60 lbs. of gunpowder across the map just to pow through the remaining rocks blocking the chest - I liked that a LOT.

But, how about being teleported into a room that is all but filled with blasting powder kegs? And you can't move more than a square or two (initially) until some of them are destroyed? Problem is, destroying them would release various monsters that can shoot you from a distance. If you do it right, however, you can *also* use the kegs to destroy the monsters. Obviously this would require your having access to a bow & arrows at the start of the puzzle, but that would be as simple as having a dead body right there when you fall in, wouldn't it?

Re: Puzzle Designing

Posted: June 18th, 2010, 10:59 am
by Farwalker
Oshkell wrote:You know, I'd like to see a blasting-powder-based puzzle. Book II kind of made some "simple" ones, in that you had to cart 60 lbs. of gunpowder across the map just to pow through the remaining rocks blocking the chest - I liked that a LOT.

But, how about being teleported into a room that is all but filled with blasting powder kegs? And you can't move more than a square or two (initially) until some of them are destroyed? Problem is, destroying them would release various monsters that can shoot you from a distance. If you do it right, however, you can *also* use the kegs to destroy the monsters. Obviously this would require your having access to a bow & arrows at the start of the puzzle, but that would be as simple as having a dead body right there when you fall in, wouldn't it?
If done right this could be rather devious... most characters will only be able to carry so many of those kegs at a time, and if there is limited space it could be made tough just to stay clear of the blasts to stay alive.

Re: Puzzle Designing

Posted: August 5th, 2010, 8:11 pm
by Farwalker
How about making those electric balls ignite any powder kegs you may be carrying?
:P

Re: Puzzle Designing

Posted: August 6th, 2010, 4:11 am
by Rowanas
Jedi_Learner wrote:The answer to my puzzle is 8605. Start on the number 5711 and follow the arrow directions. If you start on another number, you'll end up heading in a direction that doesn't contain a number.
I got 8605 another way. I started at 1000 and followed the arrows, stopping when I hit the edges. That gave me 8605. I don't like that puzzle, because there's nothing to go on.

Re: Puzzle Designing

Posted: August 7th, 2010, 4:37 am
by Rowanas
Well, edge wrapping wasn't a problem for me, my issue was that there's no clear indication of the starting point.

Re: Puzzle Designing

Posted: August 7th, 2010, 8:40 am
by Kreador Freeaxe
Rowanas wrote:Well, edge wrapping wasn't a problem for me, my issue was that there's no clear indication of the starting point.
Except that if you can't wrap around the edges, there is only one place you can start from to make the arrows work.

Re: Puzzle Designing

Posted: August 7th, 2010, 2:05 pm
by Rowanas
Well, I just stopped, like characters do in some games when they hit a wall and you keep telling them to go that way.

Re: Puzzle Designing

Posted: June 14th, 2011, 1:51 pm
by BasiliskWrangler
Per request, moved topic to Book 3 forum.