Discuss the massively-multiplayer home defense game.
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KUDOS to you, my friend. I hacked my way through previous versions of that house 2 or 3 times with water bottles, guns and cutters just fighting my way through the north, but this version just had one or two doggies too many for that to work and I died once or twice in the process. Bricks are a powerful weapon with all those designs relying on switches.
I learned a number of lessons from that, but I'm dead.
Statements like this show why this is such a great game...
I'd say this is almost necessarly true for those multiple dog&cat switches that seem to be all the rage at the moment. They move while you kill the family and stay in a position that is highly unlikely to still be able to trigger the switches in the planned way.
Considering this, my spiteful of killing the family of the bloke who stole my beloved paintings wasn't the smartest move...
It might be handy to be able to see tapes for these robberies so you can gauge how close a robber is to cracking your house and adjust accordingly. Plus it's just fun to see people's thought processes.
Exactly. It's probably also because since blueprints are available, fewer people actually generate tapes since deep scouting beyond eventually deadly traps becomes unneccessary.
However, it's hard to argue with server load concerns, so point taken.
One might add a choice of keeping or throwing away tapes with a max no of tapes that can be stored. If you can only keep, say, 10 tapes, you'll store the funniest or most interesting considering the flaws of your design and just throw out random deaths etc. after viewing once. Especially if more players should come to play the game, this could significantly reduce server load if top houses accumulate 100+ tapes when unregulated.
Just one quick question. It seems to be that robberies where the robber escapes the house unscathed do not produce a tape.
I just was locked out of my house for a good 10 minutes and I would have really liked to know what he was doing all this time. I was a bit concerned he might be rummaging through my electronics. Or maybe he was just using my toilet. Either way, it didn't produce a tape and thus left me wondering.
Thoughts on that, or is it just a bug on my end?
They're also not visually identical.
Apparently, there has been a fraud!
There are also two "woman by the sea" in the auction, by the same creator, one is more pixelated but they are the same thing virtually. Han van Megeeren was here...
Paintings serve no direct gameplay purpose. You don't earn money from them.
I'm avoiding having any user-generated art in the game, for now, since it's not really a game about that.
I like the way paintings are at the moment - some are beautiful to covet, some of them are seriously ugly to me. I always felt that the idea that "every user contributes a painting" would be somewhat special - you would seriously FIGHT to get your unique painting back - but I can't imagine how that could be implemented in a manageable way. And it would probably lead to 100 paintings of the old cockandballs in the gallery which isn't really that brilliant either.
It does seem best the way it is - i REALLY want to own some paintings as is, like the Campbell Soup tin...
Haha, I do really like the idea of the player turning into the son/daughter to finish daddy's business. I know it's not going to happen since it's basically extra lives, I just like the idea of having the little daughter go out on a robbery to avenge daddy.
Second that. I'd say putting different prices on artworks isn't really necessary, though. I would just favour a "minimum price" of something like 10000 (above starting budget). Some of the paintings, to my taste, are overpriced at 1$ but that's a matter of personal taste. A Warhol at 1$ does seem somewhat off the mark.
Aaaaand it's gone... And my wife's dead too. Somebody here understands doggies better than I do. But the next version will not be as vulnerable.......
So far, only one painting has been purchased.
Yup, quite an investment that was. Has me anxiously checking up on my house all the time.
Awww, my beautiful art.
But then again, I REALLY wanted to get rid of an ugly thing I burgled of somebody that kept popping up at the fourth row. So now I don't need to look at that thing and don't have to die and rebuild all just for that. Given this,I have to say: Thanks!
The value threshold shouldn't be safe content but building cost. Say it costs more than 10000 --> there's a blueprint. (The building process has alerted the thieves guild.)
Hehe, I robbed that house without realising what it was supposed to be. Crazy stuff, that. I'm at the sticky switches point.
One thing I realised, though: With the more complex electronics, the map soon becomes too small to accomodate an 8-thick safe, the electronics and family protection.
Sounds good!!
Sounds like a good idea. At the moment,there is a flood of paintings again, looks like Robin Hood was here. They're at about 140ish if I'm not mistaken.
I see the UI concerns. As I said, trading is unnecessary I guess. However, something along the lines of "pick four" could be realised without too much complexity. (So if you rob somebody for one painting and already own 4, you would have to chose 4 to go on with and the other one would go up for auction.) Or you could make it 5 so your tweaking hasn't been in vain.
But then again, I don't have to do the programming so I see your point. Upping the starting price would definitely make sense.
One might also consider having a "lowest bid" for some of the paintings, so that a few paintings never drop below 10000, 1000, 100 etc. But that's just another suggestion to add a more precious feel to them.
I thought about this whole painting thing for a while now, and I have a simple suggestion: limit the number of paintings one can have in their house. (There's only so many walls to hang them after all.) Let's say between 5 or 10 per person. This would mean more circulation, and one could still obsess about special paintings one covets. This would probably also mean some kind of "put for auction" mechanism for ditching unwanted paintings, but given the changes it wouldn't be about "marketing art".
Great update - thanks a lot!!
Just one more question: Do you plan on adding a notice on broken walls etc.? Could just be an asterisk in the blueprint. (Since changed dog locations are noted, it would make lots of sense that those things done by burglars would also show up in the map room of the local robbers guild, probably reported by the cooperative perpetrators.)
Otherwise a quick and easy way to effectively render maps useless by broken elements would spread quickly imho. (I tried having random people break stuff for me and it's remarkably easy.)
EDIT: my bad, just realised that the status of walls does show up in the footnote text, so once one figures out something can't be right, one can confirm by hovering the tiles.
* the same might be done with an electrified floor; people will use water on it instead of walking across the map; using some nice timing, one could use one of those setups to get more than one design element such as a chihuaha sitting on a switch etc.
It doesn't take much work to get some nice broken walls: I just put my safe at the visible end of a long corridor one had to walk around. Easily enough, the wall was cut through after 5 minutes. I added some other stuff and, again, it was cut through. Its especially easy at this point in time where there is almost no money in the game. There were only a few hundred $ in the safe.
Essentially, robbers preferred to use a 20$ saw to running for 20 secs. I could now use those nice broken walls to design a trick entry trap that fries you while you think you're safe and vice versa.
Knowing this, maps are useless - we'll just get a new level of dickish designs, where the top houses are protected by broken traps and only cheating helps.
I think, some kind of info on if an element is broken is essential. It would still leave some guessing game if the house is broken by design or by accident, but that's a nice feature after all.
As a note, I thought about doing this in the days to come once there is a bit more money to be collected: Map out where you want your map to be broken, build some of the other stuff you want to have so you can finish the map once your broken elements have come in, then put your safe behind one wall to be cut through, or an electrified grid you want destroyed etc. and leave a few hundred $ in the safe. It shouldn't take long for somebody to do your breaking for you without any hazzle. This could effectively foil maps at the current stage.
bey bey wrote:That setup seems a bit redundant to me the way it's designed since it's always on
Oops! It was buggy. Corrected now, hopefully!
Now that is one neat little permanent switch - I like!
Fair enough, the chihuahua stir-fry looked like a give-away but point taken.
That setup seems a bit redundant to me the way it's designed since it's always on (if that was the point then fair enough). If one removes the last wires in the second line, it becomes a quirkily inverted switch setup that takes a minute to grasp.
Was that the point?
v6 looks very nice - thanks for all the work put in Mr Rohrer!!
Family seems to be protectable via a simple setup like this, up against the upper wall in a corner, p being pitbulls 8 and the funnelish part being 8 deep:
* f *
* * f *
* * f *
* pppppppp *
************
writing this, I realise that the lower right corner is the weakness, it would have to be 8x8 filled with 9 pitbulls. But again, an acceptably cheap way to fully protect the family, especially if one side of the setup is already taken care of by other stuff.
Sadly, right now, there is a big cashflow problem in the game - only four houses carry more than petty cash and all appear to be broken. And even 6000 is too little cash to do anything other than frying floor mysteries. I'd love to do houses one can actually work around in but the ingame cash doesn't allow for that atm.
It's definitely true. The benefits of having them around have to be increased drastically I think. But I don't see how this could be implemented.
As to the likelyhood of this change: I am not the developer, yet far as I know Jason's games they are a lot about psychology and choices. That's the point behind the kill-the-wife-option. I think that it's a brilliant idea that could be slightly expanded by a simple kidnapping option without much hazzle - always emphasising the moral choice involved. It might even be about more than half the safe.
The "rescue" option seems a bit over the top to me and would remove the stress from the moral choice of paying up or not.
Oh - but this idea might be something: A kidnapped wife might mean that the kidnapper CANNOT LEAVE HIS HOUSE while holding her for ransom. So he'll basically render himself inactive as long as he is waiting for the husband to respond. (He would have to be required to make the choice before any other action.)
It might actually be a fair balance: killing the family is pointless in itself, rendering it highly immoral. Kidnapping will come at a price (inactivity) and still require moral choice (upon non-payment: kill or release). The house owner can still chose to act upon the kidnapping or not.
The positive effect of this might be that there would be some real interaction between robber and robbed and thus a more "real" feel to the action.
Apart from that, some safeguards to the family should be introduced. It might simply be done by allowing them to cross switches and floors/trapdoors etc: that way one could design a electric/trapdoor layout that makes killing the escaping family impossible or at least more difficult. (They could activate&deactivate their own way vs the spot the killer is in.) Hm, but then the question would be what happens if the die in tryout. Oh well, we'll leave the talented Mr. Rohrer to figure that one out.