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#1 Re: Main Forum » Dual Accounts AND The Forum » 2014-04-07 15:22:15

jasonrohrer wrote:

I don't WANT anyone to use dual accounts.  That's not the way the game is meant to be played.  In fact, if you're using dual accounts, you're really robbing yourself (of the intense emotional experience that the game can offer).  I've never used dual accounts myself when playing.

That is exactly what I was looking for, Thanks Jason! Thank OP for concisely listing all the issues alts have. Best of luck to cullman trying to fix the issue!

#2 Re: Main Forum » Server that does not tolerate cheating » 2014-04-07 15:11:00

Count me in, I was planning on not playing this game any more. I am sick of all the legitimate complains being posted on the forums before being torn down by alters.

"By alting I give Jason another $16 to create this game" - yes, but you're also driving away sales and playerbase.

"I have alts but only use them for scouting" - good for you, removing the pure terror you're always a step away from loosing all, which the game is meant to have.

"alting is just the nastier side of human nature, this game is about that" - no while you could blackmail, pay or exploit another person to do your bidding you can't explain in game terms why an alt charcter is suicidally subservient to the main account. Take out alting bring in blackmail and paying of players. alting is not the game mechanics.

"You only complain about alters because you are bad at this" - well maybe I am bad, but even if I was a good legit player I would still complain.

#3 Re: Main Forum » Idea: Tools in construction mode. » 2014-04-03 17:03:13

iceman wrote:

In the first case, it will make it much, much harder to rob someone.  You could have 2/3 of a house the same as a house right now would be, except there's a toolchest filled with 7 explosives at the end.  Everyone except the owner will have to spend an *incredible* amount of money trying to figure out which of the 340 concrete tiles (the other third of the house) the vault is hidden behind.  The brilliant thing about the current, no-tools solution is that there's *always* some indication of where the vault could be, although the house owner is going to disguise it as much as possible.

Yes I can see the issue with that.

iceman wrote:

I think the best option for having tools in a self test would be to let you take whatever you wanted.  If you don't use them, you lose them, but your self test passes.  If you *do* use a tool, then even if you reach the safe, your self test doesn't count (and you still lose the tools).  It gives you a chance at surviving a mistake in a self test (if you're willing to pay for the tools), while keeping the requirement of having a no tool solution.  I think it could also introduce deliberate (but hidden) weaknesses in houses, to save money for self test.  Say, have wooden walls around a pit commit be 5 thick, except for a spot where they're 2 thick and have a little passage leading to the entrance.  You know where it is, so if something goes wrong, you can get out for $800 instead of $1800, but most robbers won't find it.

That sounds like a good workaround. I also thought about how use of tools would mean a builder might build hidden weaknesses into walls.

#4 Main Forum » Idea: Tools in construction mode. » 2014-04-03 10:24:45

Replies: 3

Bugarly tools can be placed in construction mode, perhaps from a relevant household item object (sink gives water, tool bench gives saw etc...),
The object can be set to how many tools it contains. Self-test remains the same with no starting tools only the ones you pick up in the house.

As all tools are dropped upon leaving a house, a thief could not rob houses to get tooled up for a different raid.


  • More options, without issue of having to create code/assets or confusing a player with new interactions functionality

  • Player has to judge Benefit/Risk to placing a tool, could it allow for a more challenging solution or could a thief exploit the tool in unexpected ways?

  • Allows better self-testing, would my elaborate electronics fail with one snip here?


  • A player while testing could carry around a gun or other items to avoid falling victim to their own traps while testing.

Please discuss the idea and offer suggestions/improvements smile I feel it has potential, imagine the gut wrenching feeling watching the tape of a thief that picks up the gun you placed meant for the otherwise impassable pitbull and instead heads over to your wife.

#5 Re: Main Forum » Robbers cracking combo locks » 2014-04-02 12:47:53

xandalis wrote:

It could also be DaVinci243, with hacks.

Edit: Also, I'd recommend a final commit/execute gate before your safe, to prevent anyone from being able to see if they hit he right combo 'till they move to the safe. Could be as simple as having a powered door's trigger button also trigger one final voltage gate (which if the combo was entered correctly, sends/cuts power to the final barriers as appropriate), or something more devious like a standard floor/pit LoF trap. If they bypass it (leaving it off), voila: they've just cut themselves off from the safe unless they have the tools needed to force the rest of the way. If they're already trapped behind a few stealth gates... sucks to be them.

That is an evil idea tongue a combo lock that looks like you always/easily solve, except the door opens to trick you in, I like it!

#6 Re: Main Forum » Robbers cracking combo locks » 2014-04-02 12:44:09

I had some similar events, with the added item drop and the first robber not actually stealing anything making it a clearly a multi-account case.

Question is the whole map downloaded, hence a wiz with the open source code could work out how to read a whole map without fog, or is the segments downloaded from the server as the player moves? (Rohrer has done a good job of making me paranoid)

andymac, I'd work on developing a order sensitive lock I managed to sort out a design in half an hour on a sheet of paper and as electronics (other than power) are so cheap it didn't cost much more than an order insensitive lock. The main addition is a "breaker" segment that will force door & electric floor power on permanently, each button is connected to that breaker triggering the breaker unless its own connection is broken first by the previous digit.

Other clever tricks is make the power supplying your buttons appear as another button to give an extra free digit, I did the same with the breaker line so there is one button you must always touch (power) and one you must always avoid (breaker) giving two extra digits.

#7 Re: Main Forum » Multi-account exploit? » 2014-04-02 12:28:49

xandalis wrote:
Darkshadow wrote:

Going to start working on my order sensitive lock...

I shudder to think how much of the house that'll take up, even making it as compact as possible. Gonna want a lot of wall-dogs... at least I would.

Managed to make it fit in quarter of the house 4 buttons (4P4 giving 24 options), plus power and breaker that appear as dummy buttons. Not been broken yet but been brute forced, though laughed at the guy who brute force the door and then ran onto the electric floor behind it tongue

#8 Re: Main Forum » Save house construction progress. » 2014-04-01 13:45:49

I get your points pottage, but if you've just started and your initial build takes longer than expected then in that special circumstance it should be saved?

Last night I started building in a new game, only to change my mind and stop and quit, so the house was just the family and vault standing next to the door, unsurprisingly it was robed the next day. it should take just a boolean value to check if a house has never completed a self-test if so keep it off the list.

#9 Re: Main Forum » Multi-account exploit? » 2014-04-01 13:23:49

Immhotep wrote:

Maybe you are using easy combos such as 1,3,5... 2,4,6 or 1,2,5,6 which most people can guess it... Try a harder combo next time wink

That might be the problem... my random combo ended up as one of those, a "Hard" combo is a properly random one. Still it uses sticky keys and a commit trap, so they can only choose one of the 3 options giving a 1 in 9 chance of being chance, something I'd now be happy to believe if there had not been the suicide tool drop in-between.

Going to start working on my order sensitive lock...

#10 Main Forum » Multi-account exploit? » 2014-03-31 16:46:54

Replies: 5

With my latest initial build, my first visitor was able to break my select 4 of 6 digit lock 6C4=15, so it is possible that it was by chance (1 in 15), anyway after entering he proceed to my vault before heading back and committing suicide on a commit trap despite the fact he had equipment and sight to see how to break it.

Moments later a second guy arrives he takes two steps and hangs himself despite not being trapped and had a ton of equipment.

Straight afterwards another guy appears with exactly the right tools to deal with my initial trap, and straight away solves the lock and proceeds to steal all of the loot in the vault, the odds that two independent occurrences of cracking the code is now (1/15)*(1/15)= 1 in 225.

At least this was the first exploiter not to wreck everything and kill my family. Though I am still annoyed about the numbers who people exploit the game.

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