Discuss the massively-multiplayer home defense game.
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Haiku? It is an
interesting way to write
on Castle Doctrine.
That seems to make sense and keep stuff consistent, which is key. With loops and overrun circuits settled the same way, not exploit can really take advantage of a difference there, and it also just makes it more understandable. To put it simply, if a circuit takes more than 32 sub-steps to loop, it is treated as if it loops at 32 steps. That makes much more sense than before!
Because jere is a horrible, horrible person. End of story.
Of course, I'm not serious. But really, it's a great point to show how exploitative these electronics bugs are.
Also, you can make fun, logic defying traps that don't power when they should - see my previous post for an example.
Yeah, those are actually pretty cool. Of course, for the second example, most people would drug the dog anyway at first sight, and then realize that the pit trap was messed up. If that was me, though, I would get the hell out of there and never come back... seeing this stuff put into practice would be really, really scary. I've been trying a pure-building life right now, and haven't had a peek at the top houses for a while, so for all I know, this has become the standard. For the sake of the newbies who don't know what they're doing, I hope its not.
I robbed an 11k house to make one of these exploit houses. I know it'll be patched soon, but I really want to see how confused someone gets.
You built a legitimate trap using this design? It seems like the only possibility for use with a normal house (to me) is forcing somebody to use a crowbar, but that can already be done pretty well with a cat.
I don't think we've exhausted the interesting possibilities with the current set-up though. I also like traps that kill you as soon as you cut something
.
My suggested solution would be:
1. Increase the cycle limit to as high as is reasonable. Make sure the code for electronics is as optimised as possible.
2. Purge to the (max cycle number)/2.
3. Localise electronics so that
a) electronics topping out won't effect disconnected electronics.
b) If one part of the electronics is unresolved not all other parts of the house need to be checked, hopefully reducing lag.I think these things combined would make utilising time-outs entirely impractical.
Firstly, I love traps that kill you when you cut something, and would hate to see them go. It's the only real way to kill a brute-forcer.
This solution might work; the key, I think, is 3; it prevents crazy circuits from breaking the rest of the house, without arbitrarily destroying all electronic devices created up to this point (excluding wireless stuff and electro-breakers), along with a nice solution to reduce lag.
There's something very unsatisfying about any of this stuff. The step limit really is the point where the game "breaks" and everything stops making any kind of sense.
The electronics model within each turn makes perfect sense. It gets weird up when you try to run the electronics "forever" before advancing the turn. As a way to not have any delay for switch (de)activation?
But the switches do have a delay. Just like real switches. And that lets us build real circuits out of them, which is pretty awesome. But waiting for a loop at all is an unnatural mechanic that makes the behavior diverge from real circuits.
If there was no loop detection and everything was simulated for N steps per turn (and took on the final state), then all the electronics would make perfect sense and wireless magic would be impossible.
That seems like a simple fix, as well. It would really just keep everything logical while also allowing for realistic circuit behavior. Personally, I find this wireless stuff hard to wrap my head around because it has no real world analog; in reality, you can't reach a "maximum amount" of steps and break all electronics in the universe simply with a big loop.
I think the worst use of the current system is something like this:
http://castledraft.com/editor/BNZi7rThen using the space above for an electrobreaker and a clock/magic dance. That way you've got a house with pretty much no weak spots. This should be fixed with the purging though.
Wouldn't the electro-breaker break the clock itself? Unless you tried using the off-state from the breaker itself to force the clock to step, which may or may not be possible (not sure exactly what the crazy properties are yet), you would just end up with the clock unable to step after the breaker goes off.
Really fun stuff, and great discovery! Too bad it is game breaking... As some people proposed already, I think dealing with each electronic connected component independently seems to be the way to fix it. Let's enjoy wireless transmission before v33 is released!
I think that would be the best solution, because any other way, people would find workarounds. Also, I think game-breaking is too strong of a term. You can't have any normally functional pieces of simple electronics in your house, even a doggy commit gate, let alone other complex things like clocks. It seems like there might be a way to use this system as a clock somehow and have a resolved, lack-of-power state re-loop around and then cut a looping circuit, allowing that to go back on again. But anyways, how is this wireless transmission any better than just this? It's just as wireless, and uses less space to boot! Plus no weird side effects.
Well, the game may have just changed forever. Now the weakness of wired walls has been overcome; switches inside a concrete box can affect stuff outside of it. And, with divided prime period circuits, also in their own concrete boxes, that would be very, very hard to crack.
Electronics have come very far since I built the latch-based press counter way back in v6, or the read/write lock in v8. And this is really crazy. But at least it's just one bit of storage...
I'm thinking of a way to use this for multiple bits now. You could have each bit be transmitted wirelessly on a different step, essentially performing a slow multiplex that then, in the reciever, stores the transmitted bits in latches. That could be then used for anything you want. I'll try this tomorrow, gotta sleep now. ![]()
That's a really nice, hard to brute force house, redxaxder! I like the multiple simultaneous magic dances happening within and behind a trap with such a high entrance budget. Not very inviting though, but I guess it doesn't matter when you're at the top... ![]()
Besides fuel, I made another suggestion that might mitigate this somewhat: don't let a robber enter a house if the sell value of their backpack exceeds the house's value. Maybe add an exception for paintings. That would prevent both this rob at a loss strategy and griefing of low level houses.
Would that be just vault value or total house value? Because I currently have a house built with 20K, but with $64 in the vault.
Also, that brings up the strategy of spending arbitrarily to lower your value. I do it, as somebody who often has to not play for multiple days. What should we do about it? Is it a legit tactic, or exploitive?
Here you go: the minimum to brute-force this house is two ladders, or some lucky guesses. In this case, it's not to unlikely for somebody to guess the lock, but with many cat corridors throughout your house, which all lead to the final trap in this manner, it becomes a good ending trap that requires some money and the forethought to bring multiple ladders to bypass.
Whilst it's very deceptive, and plays on your mind set when robbing, ("Oh dog! Run!" and "lets explore safe routes before going into commitment traps") anyone with $500 in tools is enough to totally brute force this trap.
2x drugged meats to sleep the dogs, and 3x water to give you free movement between vault and entrance.
I find this trap very smart from a psychological perspective! However from an anti-brute force perspective I would shy away from using it.
The problem I ran up against was designing the trap so that the square of cables (here:http://castledraft.com/editor/8vrecj) wouldn't pass power between each other, so that the dog hitting the button didn't pass power to the output of the button, just only to the grate. Due to screen shifts, it wasn't really possible. I bet there's a better way to do the top left electronics to compact everything and make it work, but I didn't really have time to really do multiple revisions on this design.
Instead, I'm now using a spiritual successor that includes a new trick: the corner of inescapable death. ![]()
Blip wrote:I think the "rob for a loss" strategy
How is the financially sustainable?
When you get enough money and tools via deaths, and probably have lots of tools in your vault already, its "worth it" to destroy the competition for a temporary loss, rather than risk them brute-forcing you.
Assume that any robber will bring, for all intents and purposes, infinite saws.
This is a great point. As somebody who has looked into couter-bruteforcing in depth, my standard is to first prevent a theoretical robber with infinite saws, infinite water, infinite meat, infinite wire cutters, and one ladder from breaking my house without actually solving any single part of it. From there, try two ladders, or one ladder and one explosive; or, instead, make them solve at least two parts of your house. Counter-brutefrocing is, at its core, that simple: forcing robbers who don't intend to solve your traps to use a greater number of more expensive tools to circumvent them.
Blip has written a nice post on avoiding tightly coupled design.
Thanks for the shout-out. It's always nice to see something I put work into recognized. ![]()
Has anyone stayed at the top without destroying the competition? Because when I reached 250K a couple weeks ago and tried playing passively, I got brute forced pretty quick. And frankly, I think the "rob for a loss" strategy is really flawed and just ruins the game at the top level.
The door stays open while you're on it. One you step off, it closes. The same applies to animals.
I would agree with Panda. Too much electronics means too little room for your trap.
Also, two points. What does $60,000 in paintings even mean? Is that amount you paid for them, or are you just valuing each at $20K? And why is that Chihuahua there?
That's really impressive. As an EE guy myself, I find it really cool that you're applying real-world devices to the Castle Doctrine. However, it seems like this specifically might not be much of a help. It actually makes it easier to reach the core electronics room for a brute-forcer, because they only have one line of walls to cut through. While I love the electronic side of the game, and am working on some new, secret designs myself (CDHDD v2, anybody? Let's relive v8 with the massive block of wires!), it sort of seems like a lot of it takes up too much room for its worth.
I'm not trying to dissuade anybody from electronics, because its hella awesome, but personally, I prefer to stick to my sadistic doggy deathtraps. ![]()
First one was probably dual accounts, or just somebody getting really lucky. Second one was probably also secondary account, saving the safe for the main account once the secondary account knows the way.
However, you seem to be voicing a common concern amount the community as a whole, and definitely aren't just ranting. Nevertheless, dual accounts are part of the game, and there's really no way to stop it. Even if Jason goes all-out and checks IP addresses, somebody (herb, I'm looking at you) will probably just use TOR to get around it anyway. Instead, the game has mechanics like chills that serve to make having a second account less useful, and its worked pretty well; it used to be that you could just dump guns to get rich. I know it's not perfect, but attempting to thwart this too much might break the game. For example, nobody wants week-long chills!
After being away for the weekend, I would like to say congrats to the man who took about 50K (more or less) plus tools off me at some point. I returned to a wrecked house and a wife still holding the 1000-ish dollars she had when I left. It seems like it was not a good idea to post my entryway deathtrap here and still continue using it, as the guy who ended up brute-forcing my place did that part, at least, legit. I didn't check the name of the guy who did it, I just sort of rage-quit.
Now it's time to try building a really nice, clean, modular place instead of the crazy cat based stuff I had set up earlier.
I don't really see the purpose, when saws are just as expensive as wire cutters. It may seem scary, but really doesn't do much that couldn't be done with regular walls.
I really don't like the idea of a "momentary pressure button", it would just encourage magic dances and make electronics more compact. Currently, the ability to break into the dog chamber, solve a magic dance, and leave is very important as a weakness for that system. With the momentary button, magic dances would be too powerful.
Also, it's good to have electronic devices employing dogs and buttons be hard to build and take up space. Shrinking them by adding these new buttons only makes those designs too secure.
If you spend all your cash on tools initially, you get dropped to $0 houses on the list because you have $0 in you safe. Its actually sort of annoying; I personally think that the old way worked just fine.