Discuss the massively-multiplayer home defense game.
You are not logged in.
Actually, there's no good reason for those houses to even be visible anymore at the bottom of the list.... they've got $0 in them, wife is dead, not earning money.... why show them at all?
This would also prevent people from 'resurrecting' dead houses (by dumping a brick in there, for example) for the sole purpose of dumping tools or earning wages to rob later.
I think a bigger issue is the abuse (intentional or otherwise) of abandoned starting money.
During a busy period there are numerous ~2k houses popping up with unprotected family and vault. A robber can grab one or two of these and easily take out one of the top houses with brute force.
There's no damage, so the only benefit for the robber would be leaving me $2 less per brick.
Crowbar: opens doors - 100$
Baseball bat: kills animals, family - 200$
Makes sense. The crowbar is an amped up multi-tool at the moment.
I've seen some rather vindictive robbers. Someone went to the effort (after finding my vault) of backtracking through my house to use up as many of their bricks on switches as they could.
Ah, yes. I forgot about the poor old family.
I was working on the assumption that should you start out and build a house, you're likely to spend all of your starting money and thus not be a target for robbers.
But as you point out, the starting money can take down $3800 worth of pitbulls and a family member, which does seem rather unfair to a more developed house. I imagine this is in a scenario where the family is clearly located down pitbull alley, rather than hidden away in a maze.
So maybe pitbulls need to be cheaper?
At the risk of sounding like a broken record, I'd love it if family members could walk over wires too.
The current prices seem to be working rather well.
Starting offence has a slight advantage over starting defence, but I don't know how much of an issue that is. Especially with more players — a new house with little in the bank is unlikely to be a target for the career criminal.
I find I spend way longer fixing my house than I do watching my tapes.
Hmm. The following scenario seems problematic:
You've noticed someone has been attempting your house. Maybe they've killed a family member, or even reached the vault! It's likely they'll be coming back for more. You manage to check back into your house to assess the damage, except while you're 'in' your house watching the tapes the robber is also in it, robbing you!
It's not obvious behaviour. If it stays the same then a warning message would help: 'You leave the house to watch your tapes'.
I'm not sure exactly where those tapes are, mind you... ![]()
While we're discussing not very important ideas, I'd say v9 has made me want hotkeys for the backpack. When I want to cut through a dozen walls, it'd be a lot nicer to use hotkeys for the tools.
I've been craving hot keys too.
Now that the Moneyball® has been sucked dry, the starting $2000 is a bit more useful.
It doesn't logically make sense that I can earn something that is robbed while i'm earning it though?
Say you have $1000 in your house. Cash/items. Robber comes in, robs the lot. If they have anything in their backpack, they leave it. Your house now has the value of whatever they left in it, so it continues to earn a wage based on Jason's new rules.
It seems odd that if you check into your house and decide to watch your tapes your house becomes eligible for robbing again. Obviously the inactivity timeout should still apply, but it's kinda annoying to wait ages to get back into your house, go watch a tape and get booted to the lobby afterwards because you're being robbed.
Another reason to do something about people getting $2000 worth of tools every
time they die - I just saw the following loophole being exploited:If you can find a house which (perhaps after breaking into it and leaving it
in an appropriate state) you know how to solve with $2000 of tools, you can
then pump it up by repeatedly dying in it with, say, a couple of guns each
time, and then steal them all back.This is not the kind of thing the game should be encouraging.
This loophole has been around since v5 though, right?
Starting with a 'Starter' set of tools and a 'Materials' voucher seems like the cleanest fix.
You've been away for XX hours and earned $1960. [Return to House]
Balance: $420
how does that work? Oo
You earned a bunch and got robbed. The robber dropped something on their way out so your house still had money in it and continued earning.
Jason — that was a great post, thank you!
With v9 I've seen a definite return to the style of gameplay found circa week one of v5. Lots of amusing mistakes, creeping, mazes, etc. Good stuff.
There was chaos for a while as the money from v8 bled out of the system (hello, 16 ladders!), but it seems to have settled down now.
Two things I noticed:
The family are much harder to protect and often a hinderance when building a house.
In v8 this wasn't so much of an issue because the starting money allowed for you to stick them behind 9 pitbulls and forget about them. In v9 I see much more scope for actually incorporating them into the house in a fun way, except for one problem: they can't walk over wires. I think this is one of the main reasons why the family is traditionally segregated from the main house design — it's just too much bother to to include them within it. Is there a reason why they couldn't safely walk over wires?
Starting money — house vs tools
Perhaps we were spoiled with the $6k from v8, but it now seems really tough to make more than a cursory defence with $2k. Especially vs $2k worth of tools. How about your starting funds are split into two vouchers, $2k for tools and $4k for building materials? Any money you receive from theft or sale of tools can be spent however you wish.
As I recall, v5 houses were largely funded by the free money left lying around by persistent robbers. We don't have so many of those now!
Hey, well done! That was me. I think you're the first person to actually
figure out the paired trapdoor puzzle - I've been incorporating that into my
houses for months, and have racked up many hundreds of deaths with it...The "intended" solution involved not releasing the pitbulls at all, but using
them to flip the rotary works too.I'll have to steal some money back later and see if I can't make it a bit
harder...
Oh, don't release the pitbulls! Yeah, thinking about it that makes sense. I assumed they were a necessary evil!
The part that took me ages to figure out was how and when to push the first sticky switch. I enjoyed how convoluted the solution was!
Toppled Leif Peter Hibbard. That was a lot of fun — really good house.
I'm interested to see if my solution is the same as yours!
I shot the dogs to make flicking the rotary simpler. Otherwise no shortcuts.
I don't like a free "move on" button. If you want to move on/leave, you should probably lose your backpack contents. Otherwise, you just keep clicking through until you get to the house you want.
I think a fairer solution would be to give you a random selection of three or so houses to choose from. Otherwise it'd suck if you kept getting assigned the 'impossible' house.
I'm still somewhat attached to the idea of buyable blueprints. Maybe even more granular: an architectural blueprint with walls, a wiring diagram, a heatmap, etc.
I like this idea of separate blueprints — one for electronics, one for structure. Grids and doors could show on the former, pits and trapdoors on the latter. Guess we'll see how we do sans blueprints!
i do like the idea of random 'npc' houses taken from old house designs that could help to 'fill out' the current house list.
I still think this would be better solved by robbed houses earning a basic wage. $$$
Homebuilding would become the main focus of the game, leaving robbery to be motivated by greed and desperation.
But if there was little in the house worth robbing, and everything to lose, why would people bother robbing? If everyone decided to stay home and there was no wage there would be even more of a cash drought then there currently is.
Jason mentioned in this post that this will be addressed like so:
Electric floor-based "step on it and die" traps, as you point out, would need a separate fix. Wire cutters will disable "off" electric floors. I shouldn't have left that loophole in place for so long.
As for ladders on both on and off trapdoors.. you can already do that!
Yep.
Although it doesn't necessarily mean that the house is broken. The owner could have added new pets and left the misplaced/dead ones where they were.
This is due to the order the pets are processed in and directional preference when the pet has a choice.
See this thread for more:
Tbh there's not too much detail stored in those pixels. Pretty sure you could project whomever you desire into either role.
..and she doesn't go out at night and club people to death.
A few thoughts on unlimited backpacks:
Firstly, I think that, if combined with a moratorium on blueprints, an expanded backpack could go a long way to balancing out the game and recapturing the 'spirit of v5'.
However, an unlimited backpack wouldn't be any help vs an 'L' shaped electric floor (triggered when you stand on it), as you could still place all the vital elements of the puzzle out of reach of the player.
Prices would have to be balanced so that your starting money wouldn't give you a free pass for house griefing. (At today's prices it would cost only $3000 to cut straight across a map of steel walls — the most costly item to cut through.)
Would a truly unlimited backpack be necessary? If the vault is never more than 45 tiles away then maybe an item cap around a similar number would make sense.
If animal movement had random elements you'd be faced with the problem of a non-repeatable self-test.