Discuss the massively-multiplayer home defense game.
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Not only that, but with the client being open-source, modding it is just way too easy. It would just be a matter of adding a printf after the decryption part.
And since we have the source code of the previous version as well, finding that spot is just one diff away.
I've got quite some experience with avoiding cheating with random number generators in games, and it's hard. I've made an open-source clone of GemTD that is pretty much cheat proof: http://usoog.com/games/gem-tower-defence Source code: http://dev.usoog.com/projects/gemtd/repository
The problem is: If you give the client the seed, the client knows how the dog is going to move and can thus easily adapt to it. If you don't give the client the seed, but only the numbers, the client can still ask for the next 50 random numbers and thus know how the dog is going to move.
So, you have to give the client numbers, one at a time, and those numbers have to depend on the state of the house, meaning that if he asks for a number, and then changes the state of the house to make that number work better, the number is no longer valid. One option would be to calculate the MD5sum of the house, pass that to the server together with the request for the next random number, the server does some freaky math with the MD5sum and the state of the RNG to get to the next random number and passes that back to the client.
Of course this means a round-trip to the server for every move. That would requite quite a different implementation, as HTTP requests are not going to be fast enough for that.
Indeed, the question is: How to entice people to make houses that are interesting to rob.
That means the "goal" of the game should change from "Make it impossible to be robbed" to "Make as many people as possible try to rob me"
Instead of trying to stop people from making NP-Hard houses, having an NH-Hard house should not make you "win" the game.
Though I think that would be hard to combine with the theme.
Who says it's a guy doing the robbing? She's wearing a mask! Sure, she hires a guy to do all that building, but other than that she and her lesbian wife need no guys!
The problem with idea is that most houses have the power sources inaccessible, or only have those power sources accessible that are needed to get through the security. That means that if you fry that power source you lock yourself out...
You should be able to simple check the robberies database to see how many houses are robbed by the same person twice in a row.
How many people are actually active in the game?
Right now I see only 5 houses with more than 10K, and only 12 with more than 100.
Make that 4, I just robbed mr Rodriquez.
Those 5 include Christopher Norman Doe's house, which is very easy to break but is in an unrobbable state now, and has been for as long as V8 is out. When was the last time he checked his house?
So there are only very few houses worth robbing, meaning as soon as someone has money, he'll be robbed.
The problem is I think the set of two voltage switches. Without those there would be no secret dance and no combination lock possible. All that would be left is mazes with dogs and buttons that trigger pits/floors in a direct way. Button on means floor on, button off means floor off. You could have a floor that kills you if you step on it, but it couldn't have a bit lock.
Actually, it could. A set of buttons that have to be all on to close the door in front of the dog that would kill you if it could reach the button.
Hmm, this is a hard problem we have here...
Yeah, what you describe is one of the big problems with the game at the moment. I think it's mainly due to not enough players.
My suggestion for this was to automatically add NPC houses to make sure there is always something to rob.
Don't worry about your family, they'll be disposed off for you quite soon I think...
One thing that might make it a bit easier would be treating the first attempt differently.
If you are testing a house built with just the starting 6K, after death you get the option to restart with your house already re-built.
It could even be that if your house costs less than 6K to built, you get the option of starting over with a pre-built house.
Considering this, my spiteful of killing the family of the bloke who stole my beloved paintings wasn't the smartest move...
You swine! You even defiled my son's corpse with a pit bull corpse!
At least you died once while doing it
Ah well, time to build some shrines...
Sounds good!
I'm not sure what use electric floors are without switches though...
You can only water a floor when it's on.
A floor can be turned on by a dog the moment you step on it.
Hence you can have a floor that you can't water but that will still kill you when you step on it.
The thing to look for on the blueprint is dogs that trigger switches.
You could, after being robbed, buy new paintings and quit without revalidating your house...
I'm sure someone can also design a house that becomes unrobbable if a family member gets killed, thus leaving the paintings.
I would like to have a painting catalogue, so I can easily find which house I need to rob to get that one special painting I like
I would love to have a way to get rid of unwanted paintings...
Putting 'em up for auction seems a sensible way to do that. You could even associate a cost with that so one can potentially make a loss from it.
Maybe a way to improve the situation is adding npc houses so that there are always 25 to 50 unbroken houses that are earning income. If one of those houses gets robbed it is replaced with a fresh new one. There should be plenty of designs in the database that can be used.
Wow, indeed, this opens up some really clever misdirections if you cooperate with someone else!
For instance, you build two vertical bitlocks above each other, with a wooden wall in between. Then you get your henchman to rob you, and during that robbery he saws though that wall. All your victims think those two bitlocks are independent, while in reality they are one large bitlock!
Now that we have maps and we can puzzle our way through defences I ran into a knowledge gap: What are the exact rules for dog movement?
Movement order:
When dogs try to get to the same spot, which dog goes first?
When two dogs behind each other go in the same direction, which dog goes first?
Diagonal movement:
When you're exactly diagonal from a dog, where does it go?
If that direction is blocked by a dog, does it take the other direction
I've got a question regarding the maps:
Quit a few houses start out with a dog on top of a switch, probably after being robbed. Nicholas Robert Snow's house for instance has a "Sticking Pressure Switch / Pit Bull"
In that case, will the switch be pressed, or does the dog first have to step off it and then on it again before it is pressed?
If the release is announced clearly by email that will probably bring back quite a few people that are currently inactive because the current state of the game is quite broken.
It's probably not a hack at all, but a house that becomes impossible once robbed. I think the dog used to be on the other side of the switch, as with the dog there you can just walk over the traps. However, once 1 robber has done that, and reached the vault, the new position of the dog is stored, making the house impossible to rob.
setz: All those houses with a 3x3 square magic dance will be super easy to crack as soon as maps are available.
That does lead me to an important question: When you look at a map, do you see the initial state of the house, or the current (post robbery) state of the house?
Maybe instead of stopping income after a robbery, all income should go to the automatic repair of any damage done during the robbery.
That even gives an incentive to the robbers to do less damage, since less damage means the house will be robbable again sooner.
I hope not. If there is a way to break inactive electric floors, then the electric floors will just have to become 9 deep. This would mean less space for cool puzzles. Especially with the coming maps I don't think there is a need for such a tool.
With bit-locks you can usually assume that any dog-activated switch you can see is a decoy.