fenhl / OoT-Randomizer

A randomizer for Ocarina of Time.
https://ootrandomizer.com/generatorDev?version=devFenhl_
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Override hideout save warp in hideout shuffle #7

Closed mracsys closed 1 year ago

mracsys commented 2 years ago

In vanilla, the Thieves' Hideout save warp leads to the 1 torch carpenter jail cell instead of the default overworld spawn point. If hideout shuffle is on, this has a couple down sides:

  1. The save warp is a new one-way entrance to wherever the 1 torch cell is located.
  2. The behavior may be unexpected given how niche it is.

Having access to an area that you cannot reach with any available items or movement does not feel in theme for ER. This change overrides the Thieves' Hideout save warp target to the default overworld spawn for the current age.

fenhl commented 2 years ago

What about going from the back of a dungeon to the front by savewarping in mixed pools bosses? Do you think that should be changed as well?

r0bd0g commented 2 years ago

If this change applies even when hideout shuffle is off, that's a mistake. Saving in hideout is useful.

But regardless I think hideout save should continue to warp to hideout. Going from one hideout to the other might be a little weird but savewarping to reach somewhere you couldn't already get to has precedent already with the OW spawn of the age you don't start as. It's true a lot of people won't know about this behaviour since a lot of people don't even know you can save inside hideout, we're going to get questions about what to do, but it's a pretty easy thing to explain.

At worst though I would suggest that the hideouts just savewarp to the same hideout that you're currently in, if that savewarping from one to the other is really so much of a problem. In some cases even that could be used to go somewhere new, so you'd also have to savewarp to the entrance that you came in from, not just any one entrance in that part of hideout. (I think the whole hideout is one map though so I don't think that's an extra complication?) And again I don't really agree that we need this and this would definitely only apply when hideout is shuffled.

mracsys commented 1 year ago

What about going from the back of a dungeon to the front by savewarping in mixed pools bosses? Do you think that should be changed as well?

Yes. Using a savewarp to bypass small keys or normally impassable paths (reverse Shadow boat ride) feels janky to me. Overworld savewarps always have a path back to spawn, either the way you came as starting age or itemless as the alternate age.

I would be OK with hideout savewarps going back to the entrance for that segment as r0b suggests. Grottos/interiors would also savewarp to that exit. This needs more romhacking to work if we go this route.

This change would only apply with hideout shuffle on. I'll double check in a bit if I overlooked that. Vanilla behavior is preserved with hideout shuffle disabled.

fenhl commented 1 year ago

@cjohnson57 and I discussed this in private. I gave the following list of pros and cons:

Reasons to have the hideout savewarp go to the 1-torch jail:

Reasons to have the hideout savewarp go to overworld spawn:

I also brought up the possibility of making this a setting, with the options being “Off”, “On (Savewarp to Overworld)”, and “On (Savewarp to 1-Torch Jail)”. It's a bit heavy-handed but that would make it really obvious because you have to explicitly select it, and it would allow people to select the one they want based on how easy or difficult they want navigation to be. @cjohnson57 has decided to merge hideout ER as-is for now but will consider adding it as a setting. As such, I'm closing this PR, but I've merged it into dev-fenhl as a setting.

mracsys commented 1 year ago

Thanks for the detailed pros/cons! You didn’t have to go that far. I’ll also keep it on my branch as it’s how I prefer to play.