Discuss the massively-multiplayer home defense game.
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Well, I meant the changes hinted at by Jason, that is a.) wire cutters for ALL electric floors (on and off) and b.) unlimited backpacks, so take 15 wirecutters and 15 ladders, and 100 crowbars to punish the doggies for trying your patience.....
Well it isn't exactly required to tell the client about stuff the player doesnt see
THIS is a smart suggestion... if the client only knows what the player can see, cheating is rendered rather useless...
jere wrote:I'd say the biggest problem is that once you accept permadeath, you can always use all the tools you can buy at the beginning just to crack houses - there's no obligation to contribute a house of your own.
Yea, the problem is that if you're determined to rob one of the top houses, $6k is immaterial in the face of a $20k+ payout. If tools were more expensive and/or the starting money lower, you might instead build a house and wait for salary to roll in before attempting that.
Except that houses that dont use magic dance or something like that are insanely easy to crack atm with blueprints
and its hard to build a reasonable house even with 6k imo(reasonable aka you will still ahve money when you come back)
Well, but WITHOUT blueprints, 6000 could design something that is at least a challenge...
But I do see the problem, that with the sophistication that blueprints brought to the magic dance, house will only be solveable by bruteforce in many cases. The doggie-kittie-pen things would basically require a lot of wirecutters to be solved...
Just a silly question: Is v9 around the corner?
I could try and build a puzzle house thingee at the moment but if v9 is soon to arrive I'll spare myself the hazzle of dealing with electronics that I suck at anyways.
I'd say the biggest problem is that once you accept permadeath, you can always use all the tools you can buy at the beginning just to crack houses - there's no obligation to contribute a house of your own.
I'd say that a robber who built a proper house and had a successful robbery will probably be more careful than somebody coming from starting cash and thus less of a purely destructive threat. If something's going to break the game, it will be people buying incredible amounts of tools with starting cash and demolishing anything in their sight. Heck, after all the annoying houses I have seen, I might go on a pointless rampage as soon as I get the chance. Die, chihuahuas, DIEEEE!!
Also, I like the idea of a "starter kit" of tools that you get upon start (together with building cash), and then you have to earn your pocket money. That would keep a flood of brute force burglaries for the hell of it at bay I think, while every house can still be broken in the end. Well, tricky...
As an addendum: This REALLY makes a suggestion that happened some time ago essential: Of the starting cash, only a small fraction should be useable on tools. Say 5000 for the house, 1000 for the tools (or even less). Otherwise, robbers would then have a huge advantage from the start, seeing how pitbulls cost way more than crowbars etc.
Well, I really believe this is the wrong direction, since I don't feel like putting so much thought into a house that can be brute-forced by anybody, but we'll see how it goes...
I think the problem here is that most robberies are already carried out with starting cash, and 100 saws aren't that expensive, so every house can be broken by somebody just for the fun of it. Let's see how it goes but I know I'll be stacking up on cheap tools and breaking every house within reach of the startiing cash just because I can.
Concerning wirecutters and electric floors: A much needed fix. I'm wondering, though, if this actually changes the problem, since I can simply put a magic dance in place that provides power for a 8-deep-trapdoor chain or something similar and thus makes the safe impossible to get to if cut. This would force people to dance as before. It would need a non-destructive way to pass as is with trapdoors to be honestly effective. (I suggest a ladder; we could even have both fixes, allowing for floors to be cut AND passed using ladders.)
bey bey wrote:I find myself leaning more and more on the "animals move on sight" suggestion, it's probably the only way forward. All this would mean is that tricky dances would require windows and thus be a lot easier to figure out without replicating (which is what anyone will do to solve them...). And, beautifully enough, this would also mean that houses with dog switches would have to allow for walking around in.
Seconded. Herding pets you can't even see isn't much fun.
However this would only lead to further painful calculations if vision is
based on the details of when the game decides to scroll the window. It would
have to be changed to scroll with every step, keeping the robber at the
centre.
Second - the current view system is fun but it could be sacrificed towards better gameplay...
Jason mentioned in this post that this will be addressed like so:
jasonroher wrote: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!
Woopsiedaisies. Thanks! I'm wondering, though, if this actually changes the problem, since I can simply put a magic dance in place that provides power for a nine-deep-trapdoor chain or something similar. It would need a non-destructive way to pass as is with trapdoors to be honestly effective. Hence the ladder.
Well, just like I never wanted to make a game that was extremely "solve this really hard, tedious puzzle" focused, I also didn't want to make a game with no interesting electronics in it.
So, removing electronics (switches) from the game is not an option. Nor is removing animals.
Anyway, I'm convinced that it's also possible to make a maze-like thing, with animals moving around, that is NP-Hard in the generalized (NxN map) case. Essentially where there is one solution, and the only practical way to find that solution is to try an exponential number of solutions via brute force, even if you have the full map. In other words, a "magic dance" with no switches at all.
So, the only way to prevent NP-Hard (i.e., tedious) puzzles with the current setup is to restrict all houses to being completely devoid of all dynamic objects!
In other words, looking for some subset of the current house objects that will solve this problem is a dead end. The problem needs to be flipped upside down.
The intermediate solution would be that one that popped up a few times of making animals only move on sight. That would at least mean that people need to move around and houses be designed that way. (Or that it's at least "only" about figuring out a blueprint instead of recreating dog or cat movement.
I still feel that a lot could be done by making, say, ladders useable on frying floors (on or off) and on trapdoors (on or off). This would at least limit the feasibility of magic dances to a certain degree, or move them away from being so incredibly cheap for the level of security they present. It's strange having something that cannot be beaten in the game, since the tools present an additional check for the complexity of complicated electrics - often enough, a simple cut will render complicated things useless. (Anyways, electric floors should cost the same as trapdoors.)
I find myself leaning more and more on the "animals move on sight" suggestion, it's probably the only way forward. All this would mean is that tricky dances would require windows and thus be a lot easier to figure out without replicating (which is what anyone will do to solve them...). And, beautifully enough, this would also mean that houses with dog switches would have to allow for walking around in.
Probably the biggest problem is, that at this point, it is a working game, yet not the game it was intended to be. It needs a few twists, but it's one way of doing TCD (w blueprints, switches etc.).
Probably you might consider starting a radically simplified different server, as a trial run, where there are no switches, or no frying floors, or only non-conducting walls etc. Because the changes would have to be rather drastic, a solution (for the alpha phase at least) of having a blueprints-electronics-server and a different server that takes out elements to make puzzle electronics impossible seems elegant somehow. One could just see what finds more acceptance ultimately.
When houses kept gathering wealth despite being broken, I think the barrier of people scavenging houses was between 200-100 cash in it. (Meaning that at this point people would rob them.)
Thought: if your backpack is infinite, why would you ever leave anything in your vault?
this.
Sounds like it might be necessary, if only for the fact that there are few houses to actually test one's skills on because most start with a frying floor etc. If it weren't for that I'd hope everybody could learn tool use in houses that allow for some exploration (the way I did some time back) but if the game remains this way it might seem best.
How about a sandbox server, where you can properly rob your own house with tools, and where there are some demo-houses with standard features to test their skills on. (Like a basic maze, the standard magic dance etc.) If the game keeps getting more complex, something like that might be helpful.
Maybe the number of dogs in the house should be limited? Or even number of pets? Say a max of 12 pets? Hrm, but then again, that would mean that one could EITHER protect the family or do dickish doggie-kittie-dance locks. Then not having a family would once more be such a big advantage that I'd go for being single.
I think somehow much is related to the cashflow probably and the low acceptance of permadeath afterall.
If I start building a proper house with 6000, then it's too much to risk on an uncertain heist. If I go out robbing first, my family will be dead upon my return with cash after several attempts. So in the end, one starts building a house, scavenges off new players etc., OR one ends up committing robberies for the fun of it and dying with the cash. (Liberating paintings etc.)
This drains the cash out of the game. So probably, either starting cash should be at 15000 or so, or we need some scavenging option again for the people who need more cash to build a proper house.
I have plans on my mind right now but it's just not doable with the cash provided, and since everybody is waiting for half-finished houses to destroy, it's tough even for experienced players to put something together.
I think that tools can't be the answer, especially against dogs. Dogs are the weak point in design for their many flaws (movement, being stalled by dead bodies etc.), and they are the only thing that actually interacts with the player. Weaken dogs and you'll be entirely left with switch systems.
Nope. Even if my safe is vulnerable, my family is safe and sound! I don't want to kill myself. I'll just endure this painful winter.
Anyway it is clearer now. I thought it was something wrong I did, instead it's just the game being in alpha and stuff. Thanks for your answers.
You're welcome!
But just so you know: a vulnerable safe is a vulnerable family since reaching the safe saves the state of the house, so somebody can kill 8 doggies / cut 8 walls, walk to safe, come back with new tools and so forth. If it's worth it, it will happen.
I feel your pain, this is a real problem of the money coming in at the moment. In earlier versions, money was mostly gained by robbing lots of abandoned houses that kept slowly gathering cash and nobody was interested in robbing anything real anymore. This is why now only "intact" houses gather cash and thus there is incentive to rob the tough houses. After blueprints and the change in cash (together with upping starting cash to 6000), I have seen more top houses cracked within a day than were cracked in weeks before that. Sadly, the option might be killing yourself and improving your house design based on the weaknesses exploited by the robbers. Your wife will find somebody else, I'm sure.
I think what you didn't see is that there were two kinds of houses popping up that were almost impossible to crack: The magic dance and the bit-lock. Both spread and none were fun. A change would mean eliminating switches as a whole. But that could still leave you with trial-and-error-style labyrinths filled with pitbulls. The electronics are rather basic (even though I, not being in any way engineering capable, struggle with them), so they can be figured out with blueprints. And the more dickish they are, the more I feel like beating a house to destruction after finally figuring it out.
THANKS! I was sure there had to be a way but I didn't know where to pull the stuff from. Now I dont have to save my designs by hand
I know the feeling, especially after a sloppy repair after a breakin. Gets me half the time.
Some tips on that are using floorlights, chihuahuas etc. for testing and then LEAVING your house again when testing instead of walking onto the safe. This returns you to build mode and you can replace stuff without having to pay for it. That way you can test safely without wasting money.
One question while you are at it, though: How did you get the design of the house into castlefortify? I assume you didn't rebuild it from scratch?