Discuss the massively-multiplayer home defense game.
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But technically unlimited backpack doesn't reward houses that are effectively unsolvable. Because with enough tools any design can fall.
Right now, we seem to be in a degenerate "no viable houses" situation. Talking about "the optimum house" is pretty meaningless when all houses have the durability of a mandala on a windy day.
That said, I agree with your analysis, I just count the kind of house you describe as "effectively unsolvable". Instead of a combination lock that can be bruteforced in a couple dozen years (like in v6), we've got a combination lock that can be bruteforced in a couple dozen years or dismantled with an unreasonable number of tools. Personally, I don't consider that a substantial improvement.
All that an unlimited backpack does is add a second type of brute force. That doesn't significantly change what's optimal, it just adds a maximum storage amount to optimal houses. It treats the symptom, not the cause.
That was probably me, bey bey. I had a migraine earlier and am still feeling a bit mindless, so I spent a while injecting some cash into the system to see if it would help. That's how I knew that "When new money gets injected into the system, it just drains away without producing any lasting changes."; I watched it happen.
Edit: I'll note that I only have one account, I just left the guns in multiple peoples' safes.
I'd just say that the essential feeling I get from the game, especially when having a very smart house, is a mixture of the enjoyment of having people play it and the ultimate fear of people breaking / destroying it (or even my family). This mixture would be lost to a more harmonic gameplay where everybody is rewarded.
Well, look at it this way. There are three final outcomes to any series of robbery attempts:
1. Robber dies.
2. Robber stops visiting the house.
3. Robber reaches vault.
The balance of death vs success is the central game dynamic. Ideally, we want lots of death, a little robbery, and no giving up at all. How houses are designed plays a major role in the balance of the three results. Too little difficulty, and the robber always wins. Design the house well, and you get a mix of deaths and robberies. Too much obvious difficulty, and most people just give up.
There's nothing in that that requires the homeowner to want people to rob him. Even with the system I described, he always prefers a dead robber to a successful one. There's still plenty of room to make thefts scarier once we've got a basic setup that encourages the kind of house design we want. Of all the changes I proposed, #3 is the one that most directly attacks the problem, but I didn't propose it alone because it's also the most prone to abuse if we isolate it form the others.
In fact it helps people learn what's really broken.
Notably Jason himself. Hope he's doing OK; it can be really rough to see something you worked hard on fall apart like v9 has.
Weeeell, I think the main point is that Jason also wants a feeling of violation and danger to occur in the game.
I don't disagree with that, but any time you pit your users against the game design, the users are going to win. He can shuffle parameters around all he likes, but either there won't be any viable houses (as currently seems to be the case), or the most successful houses will be the ones nearest to optimal. As long as that optimum is a house that nobody can (or wants to) rob, people are going to keep finding new ways to build houses that nobody can (or wants to) rob.
I don't claim to have a monopoly on ways to change what the optimum house is. Hell, I don't even claim that my method would work the way I intend it to. All I did was give an example of the kind of change we need.
It's unreasonable to expect the players to make houses that create "a tactical, player-generated, Roguelike, every-cycling arms race" when you reward them for making houses that are effectively unsolvable.
That right, but it's mostly due to an unstable transition from one system to another, rather than a wrong direction.
The problem is that it's looking like we've hit a stable situation. When new money gets injected into the system, it just drains away without producing any lasting changes. I don't think anybody's even trying to build, because someone will just wander in with $2000 of tools, break the entire house, and rob you. Then someone else comes along, waltzes through the ruins, and steals what the first one left behind.
Right direction or not, something needs to change, here. And I don't think the change can come at the user level, because there's just not much a homeowner can do against a starting budget's worth of tools. Certainly not on their own starting budget.
It sounds to me like the immediate problem is that robbery is too effective right now. We've gone from a situation where you could build nigh-unsolvable houses with starting cash, to a situation where robbers can brute-force most houses with their starting cash. It's essentially creating an infinite money sink, so nobody can afford to build anything that might (temporarily) stand up to the robbers.
One solution might be to make everyone start with no backpack slots, and have to pay $2,000 (or perhaps a bit less) for each slot. That would mean that you'd start out with (nearly) no tools, and have to *earn* the ability to break houses by solving some first.
While I certainly applaud the courage and effort it takes to drop back and reexamine the core of Castle Doctrine's game design, I feel that there's still a fundamental mistake that needs to be corrected. Namely, the root of CD's major problems is that the reward structure encourages building houses that are as close to unsolvable as possible.
Look at it from the homeowner's point of view. A successful house is one that nobody can rob, because it keeps your money safe. The ideal result of a robbery isn't so much that the robber dies to your house, but that the robber leaves and never returns. Dying is a nice perk, but dead robbers have a nasty tendency to reincarnate and try again, while a robber who is bored or frustrated enough to ignore your house will leave it alone for good. Needless to say, this style of house is not fun for robbers, as evidenced by the various styles of uninteresting top houses.
As long as the homeowner's goal runs against the game design's goal, the homeowners are going to win in the long run. No matter what changes Jason makes to the setup, people will tend towards optimal house designs, and that means they're going to make houses that are as frustrating as possible to rob. v6 had combination locks. v7/8 had ridiculous puzzles. v9 is still too new to have settled to an optimum, but I guarantee it's going to be something that people don't like. None of the changes in v9 altered the core problem: homeowners are optimizing for houses that aren't fun to rob.
I won't claim to have found a perfect solution, or even a great one, but I have an idea for somewhere to start:
Thematically, establish a Bureau of Population Reduction, who enacted the Castle Doctrine in response to food shortages.
-- This gives us a convenient excuse for mechanics that otherwise seem a bit odd: the ultimate goal of CD is to get people to kill themselves, because that's what the BPR needs to do. That is a good thing for the game design, because it lets us embrace a classic roguelike premise, best formulated (by the Dwarf Fortress community) as Losing is Fun. Far more so than being bored away from a house, at least.
When a player dies to your house, half of the loot they dropped (rounded down) is automatically collected by the BPR, who store it securely until you have a chance to collect it from them. (i.e. until you return home)
-- This gives players a "nest egg" that survives being robbed, reducing the penalty for "letting the robber win" while still increasing the house value with each failure.
When a player ignores your house, they file a complaint with the BPR, who fine you 1/10th of the amount they have stored (rounded up).
-- By penalizing the nest egg, we discourage houses that robbers ignore. That kind of house is, nearly by definition, exactly the kind of house we don't want to have.
When a player successfully robs your house without using any tools, an additional 1/10th of the amount stolen is deposited into the BPR account of both players, as a bonus for taking/encouraging extra risk.
-- Since we reward the homeowner, they want the thieves who are determined enough to solve the house to be able to solve it "properly". And since we reward the thief, they want to solve it that way, too.
The end result of all of that should be that homeowners optimize for an ideal roguelike experience: Very dangerous, fun to attempt, and difficult but not impossible/unreasonable. It probably needs some tweaking, but as I said, it's a starting point. The most important thing is that it's a major step towards reversing the current situation, making the homeoners work towards Jason's goal for the game, not against it.
(This post was heavily based on one I made over on reddit that I felt needed to be mirrored over here for greater attention. Incidentally, the "anti-spammer" question here doesn't reflect the v9 prices yet.)
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