Spielerando

Which areas can players cross without ever being hurt, and are they too easy?

An area where almost nobody takes a hit is either a rest stop you planned or a stretch that has gone dull. This entry shows how to count it fairly, so people who just ran through do not make a hard area look easy.

Why this works

A visit where nothing hurt may only mean the player was barely there. Judging an area by those who stayed long enough to meet its content gives an honest picture of how hard it is, while counting every visit rewards fast runners and hides a dull stretch.

When not to use it

Do not call an area too easy when it is meant to be calm, such as a town, a camp or a quiet stretch after a hard fight. There a high rate is the plan. For large areas, look room by room, or one calm corner will hide a tough one.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 21 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Which areas can players cross without ever being hurt, and are they too easy?" (read_entry rpg-untouched-visits-per-area) in my game. Build it step by step, and show me how you checked that it works.

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