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Hi,
Before I get into this, thanks to everyone who works on this. This is seriously one of the coolest FOSS projects I've ever seen, and I've sunk countless hours into playing randomizations it creates. This is the first time I've run into an issue like this, and I would have no problem just generating a new seed, but I thought maybe the devs would like to know about this to make improvements (or maybe there's no issue at all and I'm just missing something).
I was playing an area/door randomization and eventually got stuck. The seed is 25475211, and I've attached the skillset and parameters I used to generate the ROM from the CLI on the production branch: configs.zip (if having the actual ROM would be helpful, let me know, I just wasn't sure if I should share it here).
After a while, I checked the solver, but the route it's giving me seems way too hard for my skillset. In particular, it's suggesting I go from Firefleas to Gold Torizo to get charge beam. I have all the items it says I need for this (varia, gravity, morph, bombs, 3 e-tanks, 1 reserve, and supers) but this route would have me go through the acid in Amphitheatre, which drains my health low enough that I need to crystal flash after (I can only do this because of the round robin patch), which drains all my ammo and makes going through either the mickey mouse room or pillar room too difficult. If I didn't crystal flash, I feel like I would still run into issues with either room anyway due to low health/ammo. The solver has this route at "medium" difficulty, which seems too low to me.
I've also looked at the placement of the other items and tried to come up with a different route to bypass the issue, but this route seems like the only way to make progress.
Maybe this is intended behavior, or there's a strategy I'm not thinking of, but it seems to me like this route's difficulty is not being determined correctly.
