Discuss the massively-multiplayer home defense game.
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The penalty still doesn't make sense
If you lived after electrocuting yourself in your own death-trap THAT wouldn't make sense.
A cut detection trap is great if it tricks the robber. But if the robber cuts the right grate he can then use water to get the rest of the way through.
That's why you have to use even MORE advanced electronics to make it so the floor turns itself off again.
My understanding is that the state of the electronics is not saved when your house is robbed (apart, of course, from any physical changes to the circuitry itself such as a cut wire) A house will always start with all its voltage triggered switches in their 'off' state. That means that the 'phase' that the trapdoor is in can never be altered merely by reaching the vault at different times. (that's the idea right?) So this design would not work at all I'm afraid.
Also, as mentioned above ladders can be placed over open pits, so even if this did work it could still be robbed with one.
It IS possible to make a house that starts with a closed pit which opens on the first move. (only if the house is in a broken state) but I'll leave it for you to figure out the details.
Of course the player base has dropped, simply put this game isn't for everyone. (That is easy to see from the mixed critical response) But the droves who have left were the low hanging fruit. You can see just by looking at this forum that those of us who have remained have scaled the worst of the cliff which is this games learning curve and are perhaps even starting to enjoying themselves. I imagine the population will begin to plateau, as the players who remain will tend to be the ones that are into it more.
Regarding the the electronics system I know personally that I would probably stop playing if advanced electronics were eradicated. Advanced electronics add a lot of the depth to higher level play, without it things are more likely to grow stale. That is a REAL danger for the longevity of the game.
I'm totally biased though, because I LOVE TCD's electronics. 8D
It's stupid to wait an unknown amount of time before being able to actually play the game.
I'm not entirely sure why you say having lots of cash is the only way to 'actually play the game'.
I've been sitting on a house for quite a while now that costs only a little over starter cash and I'm having a great time checking in on it once or twice a day. Sure it often gets brute forced when I leave it, but since I keep my wife nice and safe I've always got the money to bounce back. My house is designed for my maximum viewing pleasure, the tapes are often hilarious. Sure it's not the most practical anti-brute-force mega fortress, but I'm really enjoying 'actually playing the game' with what little I have. It IS fun being at the top (I've been there) but it's a hard slog and I can't keep it up for long without having a mental breakdown. In the end I think I'm actually enjoying the game more since I've lowered my expectations about how well I 'ought' to be doing.
I agree with MMaster, role play a bit, experience the game as more of a sandbox and less of a competition. Engage with the dynamics of the game as they're actually given rather than assuming the game is in some way broken because it isn't fulfilling your expectations. Instead of being frustrated AT the game be frustrated IN the game. Suddenly Jason's design ideas might start to make sense.
Now I'm done with my obligatory rant I'd like to say that an Android app would be awesome! All I can say is stop complaining, take this into your own hands and start coding me an Android port. ;]
I think that will do it nicely Jason. It is an elegant and effective solution.
And everything returned to normal in the neighbourhood, until...
Your house is exploiting a very specific and obnoxious bug jere. It could easily be fixed without a 'major release' by purging the first few cycles. It's more of an open question if the more subtle ramifications of the cycle limit could be exploited so easily.
My challenge to anybody, especially jere, is to come up with something blatantly exploitive that could still be implemented with a decent amount of purged cycles. If somebody can come up with that I will gladly accept that something more drastic needs to be implemented. Until then I remain unconvinced.
Ok, lets start from the beginning.
Does Jason NEED to stop wireless communication? Obviously some of the more glitchy aspects thereof would need fixing. Power sources should propagate power all of the time regardless of other aspects of the houses electronics for instance. but once those 'bugs' are removed (and that can easily be done by purging the first few cycles) is what remains so unpalatable?
I suppose two separate arguments could be made against wireless communication in TCD:
1. That it is game breaking. OP!
I'm not too concerned about this. If it is too effective you can increase the amount of purged cycles, that in turn will increase the size of the transmitter and receiver. You can continue increasing the amount of purged cycles until the benefits of home wi-fi are balanced by its cumbersomeness.
2. That it is just plain clumsy, arbitrary, anti-intuitive.
This one is more difficult and I'm not entirely sure where I stand on this. I think the fact that the cycle limit is arbitrary should not concern us too much though. Physics are arbitrary. Many of the aspects we use in house design: view shifts, pet movement, paradoxes resolving to off etc. are all arbitrary. This can be difficult for new players, but to a certain extent the game is meant to be difficult for new players. In many regards it is these anti-intuitive aspects of the game that give it depth. If everything worked just like we thought it did then we would be certain about the risks we are taking. I'm much more interested in the risk of the unknown, the emergent dynamic I am as of yet unaware of. If we simply cull every unexpected dynamic as it is discovered the game will lose quite a lot.
But yes I can also see the other side. A bunch of separate circuits each invisibly acting on the other over a distance to form some 'critical mass' at which electronics in the area act subtly differently so that invisible and occult conjunction can be detected by a receiver. It's all a bit weird. Weird in a sci-fi kind of way not a murder-each-others-children-home-defence-MMO kind of way. Weird in a way that perhaps is just too weird. It isn't a game about an alien electrician after all.
Perhaps though the solution is quite simple. Don't bother with wiping out the dynamic completely, just make it almost entirely impractical to implement by making the number of purged cycles relatively high. It is a very simple solution that would stop this dynamic from wrecking the game by making its implementation prohibitively space consuming while also giving us electronics nerds something fun to play with in our spare time. Perhaps it would even be possible to make a few one-trick-pony houses that use it, but never in such a way that it would become a dominant strategy. This would discount the need for a massive revamp of the electronics system. And if it didn't work as a measure you could always do something more drastic.
The game is running great as it is Jason, I'm not sure it is timely or necessary to have too much of a paradigm shift on electronics.
You don't want to kill the worm with a can of worms.
As long as there is an arbitrary limit to the number of cycles used to calculate the 'stability' of the state of the electronics globally the criterion for stability when it hits this limit will also be arbitrary. Since the stabilising criterion is arbitrary at 32 cycles there will always be a way of detecting when it hits the limit. Because of this wireless communication is basicly an inevitable by-product of a cycle limited, global scope system. Since you can't make cycles unlimited without opening up the game to other colourful exploits, the only way of stopping wireless communication would be to make each electronic devices state calculated independently.
And if Jason wants to prevent wireless communication, I guess it may be enough to check each connected component for loops separately.
Yep, it would be pretty much the only way. With a paradox connected to a long binary counter you can make cycle lengths into the billions.
Redxaxer, it seems you figured it out before I sent my email!
I don't get any of the electrical engineering aspects of this all, but if your effectively saying once you surpass the 32 loops, everything turns "off" then effectively you can "lock out" a section of the home if it's not solved within 30 steps of a button being pressed? or are these the sub-steps and not physical ones?
Sub-steps not steps, so this can be from the very start. The consequences are totally game breaking, but awesome.
Send your email to mine and I'll tell all.
It might be a little bit too game ruining to post on the forum, suffice to say that you're 90% of the way there. I can PM you, but with great power comes great responsibility...
Just reproduced your results redxaxder. It has got me confused as well. I can't imagine this has a limit of more than 13 cycles. Are we missing something?
Edit: Ok, that makes sense. Got it now.
This is definitely broken, just saying.
This is from the FAQ:
Q. Why is the game so punishing? It is so frustrating when I lose the house I spent hours on because I didn't know I could die in X way. At least let me save my houses so that I can build them instantly when I re-spawn.
A. Jason has answered this question a number of times in the forums, here is a recent quote:
"We've had lots of discussion on the idea of saving maps.
But this takes the edge off death. Death should feel awful. Heart-breaking. Game-hating.
It also takes the edge off robbery. You worked SO hard on this house, and now someone has come in and destroyed all of your hard work. It feels awful. "I spent HOURS building that, you asshole!"
This game is 100% fair, in that death is ALWAYS your fault. There is no randomness. You can ALWAYS walk back out the front door in a sticky situation and save your own neck (and house).
Yes, maybe it would be more "fun" or "addicting" if you could just press a button and magically rebuild the exact same house again after dying.... but.... I'm really not trying to make a fun, addicting game here. That's not the point. The point is to build something that has never existed before.... something that makes you feel things that you've never felt in a game before.
And if anything sets my games apart from other games, it's that my games have this kind of "point" and stick to it. There are loads of people making fun, addicting games. My job is to do something different.
Every move in TCD runs like this:
1. The player moves.
2. Pets move.
3. Electronics (and therefore traps) are updated.
4. The game calculates if you or any pets are killed.
So if you walk on a pit as it turns on you will survive, this is because the game tests if you die after the electronics update. The same is true for stepping on an electric floor as it turns off. Note that due to the move order you will not be able to step on a door as it opens, this is because movement occurs before the door opens.
You might be interested in the section on leaps of faith in the wiki.
You would have to be careful having separate fuel prices for each tool slot. All this would do is encourage monoculture houses that force the use of one particular tool in abundance. Dull houses in that vein could become prohibitively expensive to rob while house designs that encourage the robber to bring a variety of tools (in less bulk) would be punished. If a fuel system is implemented I think a system like JWG's (which surcharges based on total cost) is more sensible.
Maybe have a reward system so you can enter the rescuers house, click a tickbox "reward" and enter an amount. Then you leave the house and the funds are transferred.
Dual account abusers would love this!
If you want less people dying in your house overnight then do precisely that, make less people die in it overnight. Make your traps less deadly. If you don't want people to die, don't kill them. Pad the walls, muzzle the dogs, reduce the depth of your pits, do whatever is necessary to stop all these fools dying. Think turtle, think bitlock, think boring!
Thanks for the competition Jason, I finished rock bottom, but it was a hell of a ride.
Oh and congratulations to the winners!
It's a bit late now, but the increase in police response has made it impossible to rob any of the major houses, they require more than 5 min. That means that the top houses are pretty much locked in place.
Hmmm, Jason, the fast sirens mean that it is literally impossible to rob any of the major houses. They're as good as locked in place...
would the dog fall in the pit if it spots the robber?
So, yes, the dog will fall futilely into the pit in this set up. Cabnormal is correct though, a window will fix things right up. Just make sure the window isn't in brick throwing range, otherwise a clever player will throw a brick and the dog will run through the broken window to his doom!
dogs are expensive !
It seems you may have a misapprehension about how self testing works. Although it is true that if a robber either kills your wife and/or kids or robs your vault the damage he causes to your house, including the killing of dogs, will be made permanent, this is not the case for self tests. You can test out your dogs behaviour with no risk of killing him or losing money, even if he falls in the pit in one of these self tests. There is the very real chance of him killing you though!
Happy house building!
Your adjustments look great Jason but one concern, will this obscure wired walls? The shroud is now covering the innards of the wall, so how will tell what's inside? Wired walls are already pretty hard to spot, which I quite like, but I don't want to have to be forced hover my cursor over every bit of wooden wall...