Does anyone happen to own a copy of the D&D Book of Challenges to see if maybe the devs used a puzzle or similar puzzle from that book. While it is fun to try to solve them, I'm a firm believer that there is rarely anything new in the world and this puzzle may be a variation on something that already exists.
Modern operating systems provide pretty unpredictable salts by seeding them with data from io streams.. often this is a an OS service like /dev/urandom on Linux. It's not truly chaotic but you'd never have access to enough data to make a real-time prediction. Unless you're Jack Bauer, in which case you would have gratuitously shot Eladrin's kneecaps off before you bothered with having your team crack the code.
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I think the DQ pre raid puzzle is not random it just has many permutations, but if you recorded them all and their solution they are the same each time. (I know this cause I have run with people that had most of them recorded)
I dont believe that they can randomly change elements when creating a dungeon instance.
I believe that when a dungeon instance is created for the party (moment first party member enters the dungeon). A dungeon is pulled from X number of already created almost identical dungeon permutations. (I realize that I'm interpreting a lot from one paragraph by a dev that supposedly no longer works for turbine, and that the original post was wiped by the great forum purge)
My suspicion is that they created a lot of different possible StormReaver raid instances, but I doubt they exhausted the all the possbile mastermind puzzle permutations. So that it mimics the mastermind game but is not a true full implementation of it.
I believe there has to be a clue on what the solution is, aren't certain lights lit differently at times? If that is so, can't we record what lights were set at start and then what we succeeded on and failed on?
Basically break it all down to permuations and sequences. (which should seem familiar to us cause that is at base how we are figuring out the crafting)
I guess Tackilack is gonna have to spend a lot of time in there
Eldorudo I'm coming for you!
/TELL Tackilack ~ Tackalack ~ Taq ~ Heartattack ~ Scrooge
This definitely helps with my working theory, but unfortunately I still need more data on all difficulties. I won't say I'm close but I am seeing rough patterns. I'll definitely be trying to look into this this weekend if I have time. Until then please keep the information flowing!
Remember: Difficulty, Rainbow tiles lit, pull sequence paying attention to the lightning.
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I just had a thought on how this puzzle might clue when the floor will drop.
When there's LIGHTENING it ALWAYS BRINGS ME DOWN. Could this be the key to whether or not the floor will drop? Is there a correlation yet? I have read in some threads about the lightening trap sometimes not happening and other times it does. Haven't read all the threads on this.
has anyone solved it while lightening trap is going?
Maybe it's too obvious. I know it sounds cheesy but so is packman, frogger, mastermind and a lot of other things.
Just tossing out ideas.
Last edited by Heladron; 02-08-2008 at 10:35 AM. Reason: Wrong lyrics. :D
I actually prefer to fail the puzzle. As you skip a bunch of fighting. The one time I did get it right I was very disappointed because the 2 elite chest were garbage.
I heard...a rumor...
that the scorpion statues in the various rooms have something to do with the solution.
Something to do with the way their tails point...maybe the patterns on their bases...
couldn't quite figure how they would relate to the solution of a puzzle...and my mind cannot remember that long..
and patterns, hile very intrigueing, get left behind in the everyday gotta stay alive gotta keep others alive grind..
um...
so my red herring is...
The scorpion statues give hints as to the proper sequence for the gears.....
lol.
Noep
Postions of clock and color cooresponding according to color wheel
12= Red
2= Orange
4= yellow
6= Greeen
8= Blue
10= Violet
Tails on scorps probably tell you what direction the danger is at.
if 3 is lit, then its yellow and at position 4 then either 2 or 6 is the floor dropper, start with 4 and work counter or clockwise depending on tails direction to a solve. That is the best theory I have and it has worked. But I have seen choose a random letter and add the square root of 2 then multiply times PI, then round down.
Who knows.
The 1 time I got it right, I got electrical trap after hitting the first gear.
The last time I did this, I got 0 electricity and got all the way to the 6th gear, which still promptly dropped the floor.
Our ranger was able to jump to the chests tho. I believe Jump, haste and action boost is how he got to it. I wasn't able to on my sorc.
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Actually that is something different.
People have been asking for randomness to DUNGEONS, ie, traps in random LOCATIONS, and monsters that dont always spawn in the same spot every time. "Stand here, pop this guy, move there, jump the trap over here..."
What was NOT being asked for was a puzzle that had a random solution.
Not knowing where every trap box is in the game is far different than a trap that has no solution.
I'm begining to see patterns simply from trying 100 times. I'm finding that Turbine used multiple dungeoun maps and based on that and what the bottom right wheel causes to happen I can figure out the rest of the puzzle sort of.
I SOLVED IT!!!
While spinning one of the Dials (Anyone) You need to say..
'I...I...I..I... Want the Che-Chest"
*Waits for it*
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Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4
i like this one and will try it tonight. only problem i see is that your color wheel does not match my color wheel. i get:
yellow 12
green 2
blue 4
purple 6
red 8
orange 10
this is from here: http://en.wikipedia.org/wiki/Image:R...ircle_1904.png
Where did you determine yours from as ours are similar just turned a bit.
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