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Re: Where did disabling undo in Azul dissapeared?
Posted: 16 July 2024, 18:01
by twsansbury
Luke P wrote: ↑16 July 2024, 10:40
I like that idea - no one should be making multiple 'honest mistakes' within one game.
Probably would reduce it to two rather than three though, due to the length of Azul being a relatively short game.
From my experience, players with hand tremors can certainly make multiple honest misclicks/taps. Especially on smaller touch-based devices. Perhaps accessibility improvements can help reduce honest mistakes?
Re: Where did disabling undo in Azul dissapeared?
Posted: 20 July 2024, 00:55
by pernoctalian
I always disabled the Undo/confirm feature because it kept the game flowing faster. The fact that U/C was disabled showed up on the screen while it was waiting for players to join: anyone who specifically wanted to be able to undo/confirm just joined a different game, just as I didn't join games that had U/C. So I don't know why BGA decided to do away with it.
Re: Where did disabling undo in Azul dissapeared?
Posted: 20 July 2024, 02:20
by Cile
It's BGA's standard policy to always include undo functions where ever possible in order to help support/encourage playing on mobile devices.
Re: Where did disabling undo in Azul dissapeared?
Posted: 20 July 2024, 08:02
by Meeplelowda
Cile wrote: ↑20 July 2024, 02:20
It's
BGA's standard policy to always include undo functions where ever possible in order to help support/encourage playing on mobile devices.
As a rule of thumb, on BGA we advise you to not undo moves. Undo are painful for opponents, in real world and online. Some players may also use Undo to 'test' situations while they should just think instead. In many cases, proposing an 'Undo' means also adding an extra step, which is not good for the game interface.
Undo may be useful in 2 main situations:
To allow players to take back a move following a "misclick" that may ruins their game.
To allow players to take back a very complex series of actions.
See https://boardgamearena.com/doc/BGA_Undo_policy
So depending on which side of this debate one sits, either you focus on the "misclick" part and ignore the "rule of thumb" part, or vice versa. But how do you decide what will "ruin" a game? That seems like a subjective exception that swallows the rule because someone will always argue that but for a misclick they would have executed the perfect strategy.