Discuss the massively-multiplayer home defense game.
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There's been some talk in this thread about how new players may think robbery is too hard from lack of experience. As someone who just picked up the game as it came out on Steam I can say that's not the case for all.
Granted I really love diving into logic problems more than most and have sunk a lot of thought into this game, it became very quickly apparent the power of tools. While I still enjoy thinking up interesting trap designs, it's become very discouraging. I think "Well unless I babysit my home to spend money as it comes, I'll quickly reach the reward outweighing the cost of tools. And even then, what's my goal? Eventually get a master design that can still be broken by enough tools?"
ventuswings wrote:protox13 wrote:We're all ears, then. What's your proposal?
Let's just see how much of a effect 'more tools = less time' update have, then add more system if necessary. I am rather cautious about dumping bunch of new systems with varying foreseen and unforeseen consequences on a single patch.
Without Big Heat or an equivalent, fuel and wheelbarrow burden will not prevent a robber from making several consecutive attempts at cracking a house- it's just spread out over several trips instead of one big one. Fundamentally, a rich robber is still unstoppable. Given enough time and money a robber can still be confident that he can crack a house with no fear of death or being beaten to it by other robbers, which IMHO is unbalanced. Other robbers and the homeowner are left out in the cold.
This pretty much sums up my thoughts.
PS: While discouraging, it isn't altogether dissuading. I've put in 18 hours since I bought the game, not counting time building in my head and on paper at work, and plan to spend many more.
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