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My opinion - not logical inconsistency. It follows the simple fundamental rule that if you pick up a tool in hand it deactivates, but if you cause it to be moved (falling, fan, drone, etc) it will not deactivate. Just like a jammer can pass through the gate it is jamming by other means, but you cant pick it up and walk it through.
Whether it follows some actual rule or not, I do find this behaviour jarring, and hate this puzzle for this exact reason. In other words, I'm with you on this one @KvaGram.
This is one of those things that irks me about this game, and I think better wording on tooltips/error messages as well as using the gimmick more than once each could have reinforced these rules better.
Well no, because none of that involves taking an object through it's own hole or walking through a blocked barrier -- both of which appear only once each in the game.
But you do in terms of player internalised rules. There is no other driller to make that hole and as such it moves through it's own hole. The problem, as I said, is the definition of "take". Many players internalise that as "move". This would have been easily negated with a few more puzzles using that same necessity -- all other instances of moving a driller through a hole has you specifically using a second driller to do so (thus further reinforcing the internalised notion that a driller cannot be taken (read as "moved") through its own hole.
Another way to resolve this issue would be an addition to the Lost Labs specifically pointing out how a device behaves when interacting with another, while also showing how the device fails to act when carried.
I'll restate here to be absolutely clear, the problem isn't the puzzles themselves or the logic, it's how that logic is (not) introduced or seemingly contradicted by what the player has been directly taught through the repetition of other puzzles.
To me 'take' means to be physically 'taken in hand' by a first or third person. I'd never use take for causing something to be moved by some external means. That'd be move, transport, convey. But maybe just me.
Like if the prompt had said 'a driller cannot move through its own hole', people would have a point.
As for the lost labs demonstrating if a tool is taken it shuts down - come on!! :) That's Talos 101. The first time you ever move an activated connector you know tools shut down when you pick them up.
And to others, it simply means to move from one place to another with no specific focus on the manner of its movement.
Clearly people don't, as this player assumed contradiction keeps coming up. So it appears to me players need to be shown that tools can violate assumed rules when interacting with another tool. Showing the standard contrasting action of when a player carries it, covers all bases and eliminates any point of confusion.
If you look around the net, there are three puzzles that trip players up the most; all three seemingly violate the player internalised rules (e.,g., moving through their own related gimmick) and none of those specific steps are repeated in any other puzzle. It's a weird oversight to me when we have two similar puzzles in a certain area which really didn't need the repetition (that is Rainbow and the preceding easier version).
Thank you @play_tux. However, when it comes to the "just a game" argument, please don't. This is not one of the game that plays fast and loose with its own internal logic, like many games do. This game strive for consistency, in fact it relies on it. That is why discussions like this is important.
However, based on this argument
I concede there are some precedence to this. But I still can't say I like it.
Also. I had no expectation this thread would beyond maybe five posts at most. And with this, it's now at nine. Wow.
I didn't mean that the game could or did break its own logic, instead I meant that the game gets to define its own logic.
Defining you own logic doesn't mean you're inconsistent. It means that you define rules, and then deal with their consequences.
In some cases, the rules come from a domain anchored in reality. In the case of a game, not really: the game designers get to define rules such as "a tool can do this but not that, except under condition X" etc.
I am not faulting Talos game designers for being inconsistent with their own rules, but I think it's fair to call out a rule that you dislike. It can be applied consistently, and yet result in un-fun moments for some of us. It could be a consequence of the rule itself, or of how it is used in a particular puzzle.
As was mentioned elsewhere, the notion that a tool can stay active while being moved in some circumstances was required elsewhere (at least one puzzle in N1 requires crossing a barrier while holding a jammer on a platform that keeps the barrier jammed; I think TTP1 had one such puzzle too). It's one of those behaviours that is (AFAIK) not showcased in an easier puzzle, you have to find out about it through trial and errors, which can take a while and be frustrating. In my case, the "eureka" moment didn't eclipse the frustration here, and even less in "Other side". Some people disagree, and that's fine.
So you see, I think logic is very important in a game like this, it brings consistency, and thus you can recognize patterns that help you solve parts of the puzzles. But a particular logic is based on made-up rules, rules designed to make a particular game, and those rules can be certainly challenged IMHO.
The understandable confusion is the "cannot be taken through" alert, which obviously lures many players away from this tricky driller solution.
If you Take the connector and stand on the cube to be lifted, nothing works, if you place the connector on the cube and lift (transport) it, it keeps the connections active.
JEREMY CLOSED THE THREAD