Board Thread:Wiki - Running & Policies/@comment-27702351-20170711183630/@comment-3225604-20170714070919

I'm behind --MULLIGANACEOUS--'s (I call it Mu. If you find it offensive, I'm sorry.) for his work.

Mulligan, I do respect your standpoint too. But I'm arguing for the invalidity of the extra work. The super hard levels are already on the infobox, so there's absolutely no need for it to take over the "hexagon levels" section too. Please keep in mind that Mossy and I are currently doing the hard work of updating all the levels on each and every episode page, regardless of your new ideas which I'll argue below. Please, you aren't doing this editing yourself, so you don't know how monotonous this can become, even without the shard line. I do understand the feature on Hexagon template is duplicated but I don't think it is redundant. I'm curious on the potential benefits that Mu may bring. Perhaps, the template will highlight the super hard levels itself without needing the manual job to edit the super hard levels from the template, just like the difficulty module in our wiki. It is really too early to tell whether his improvements to the template may benefit you and Mossy Mos or even none. I don't think it is redundant as it gives convenience to readers. When you play on the HTML5 version, the super hard levels coexist with the hexagon levels and are under the hexagon levels tag. Therefore, in the viewpoint of the readers (where I think the interest of readers trumps over the interest of editors), it will be easier to follow and appears consistent to the game, i.e. aligning with the design of the game. Your entire blog doesn't identify anything about making this job easier except for identifying the hexagon and thunderstorm levels in your level type extractor - NOTHING about how the Hexagon Level template will be simpler. Psst...if we split our screens in half (one side the wiki and the other side the Flash game version), we can easily identify what has changed. Putting a list of level changes weekly will definitely help - more on "weekly" later, but we're still stuck doing the dirty work, editing each page with the extra "shard" bouncing around. This argument is about why the extra line is necessary. Speaking about easier, I'll show Mossy how to edit automatically so he doesn't have to edit categories manually. Well you still have to edit all the episode pages right? Changing a single of line won't spend you minutes right? With Mu's extracting method, it makes editing easier as you can refer to the information directly. I think the most difficult part currently in Mossy Mos's perspective is the identification of added and removed hexagon levels. That is the time-consuming part as far as I'm concerned. Talking about removing a line from the template helps save you a lot of time just does not sound convincing to me because that part really isn't the most tedious part. To my understanding to this thread, Mossy Mos wants a more convenient environment for editing and that is what Mu is trying to achieve in his updates. If you are arguing for the "necessary" part, I think it is left for the readers to decide. In short, from the viewpoint of "time-consuming", I don't think that line is time-consuming; from the viewpoint of "necessity", I think it all depends on the interest of readers. I think readers don't really want to read a lot of words at once and visual cues are great for them. Besides, you emphasize the importance of "consistency". Apart from being consistent within the wiki, it is also important to be consistent with the game. The design we have now as mentioned above aligns with the level layout of the game in the HTML5 version, which is currently a more used version. After all, whether it is necessary or not depends on whether readers want it or not and I'm ok with the removal of it but I would really prefer that the design stays, especially when Mu can develop a way to automatically highlight the super hard levels in the template. (In addition, your programs on my wiki take the information that we already have and create another visual representation - mainly early level dificulties. Therefore, I don't see the purpose for them at this point in time, but I expect to be proven wrong in the coming months. With these current programs, we still need to rate levels by hand.) I have chatted with Mu about this issue and what I can tell is that rating levels can never be replaced by programming. The shape of the board, the requirements of the level and the different types of entities on the board make the rating of difficulty objectively very sophisticated. Even though Mu has created an algorithm or a "way" to find the difficulty "objectively", it can only be taken as a reference as you really never know how the starting board looks like or how the dropping of candies affect the outcome of playing the level. Therefore, we still have to determine the difficulty manually.

I am really excited what Mu can deliver and I have to admit that I'm never good at politics.