Discuss the massively-multiplayer home defense game.
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After playing a few hours more last night I feel like this game plays like a Sudoku puzzle. I'm not going to attempt to rob a house unless I have it solved ahead of time, by hand on the blueprint. Maybe that's rewarding for some people but I feel like there is so much more opportunity with this concept. Maybe the solution to frustrating unbreakable combination locks and magic dances isn't a blueprint so we can painstakingly decode them, but rather more elaborate tools. I'd have much more fun with battery packs that could power up circuits, stethoscopes to listen for dogs, cameras that let me peer under doors or around corners, or other creative tools.
Even if the end result is that it's easier to break into a house, doing so would be much more fun and exciting - and designing against these tools would also be a more interesting challenge, in my opinion. With a larger tool set each player may even have their own "style" of burgling a house.
If breaking into a house is easier, then there are two issues. One is that nobody will be able to save money, and the other is that a house may be solved by the first robber and then all subsequent attempts are easy and do not require the same problem solving.
There could be a number of ways to balance this. One could be that breaking into a house doesn't net as high a reward, and perhaps only 10% of the money is stolen. Another could be that you can only attempt a house once, or once every X days, or longer if the robbery is successful. Another could be that a house can only be burgled once before the owner must repair it. Another could be auto-resetting of the house, so long as the owner has money left to pay for repairs. If the house kills a robber, the owner gets a portion of the robbers money. I like this one, as if the house is well designed it will make more money than it loses, even if a number of players successfully rob it and that will probably leave a lot more houses on the market to rob.
I dislike the blueprint feature even more now that I've played longer and I'll be pretty disappointed if this is the direction the game goes.
I have to echo the same disappointment as someone who just bought the game. I don't really have interest in studying blueprints to solve convoluted schematics that just take longer and longer to figure out. I was looking forward to the tension of entering an mysterious place and exploring it, as well as setting up deceiving and clever traps for others. These do not seem to be elements of the game any more, rather the game is now algorithm generation and reverse engineering.
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