Discuss the massively-multiplayer home defense game.
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Has it been in place of the house list? I never saw this but since there are so few houses right now, it might have been that the game had nothing to show? (All houses broken or "occupied")
Yeah, I remember that house!! Probably the best to play for a while since one could do lots of exploring with a few bricks, drugged meat etc. without dying and since there was no "obvious" way to the safe.
Since Castlefortify messed it up, I copied it to http://castledraft.com/editor/tOsT8L .
And funnily enough, stuff like this seems to be the safest thing to do right now!! I have seen trapdoor houses fall while my maze type house survived. It might even be that natural selection will end the reign of the trapdoor corridor because it's no longer the safest option. (I wouldn't wonder...)
Edit: Right now, there are at least 10k just up for grabs. Free starting cash for all!!
Idk, I've started new houses a few times in the last weeks. It's good to start with a heist, but not necessary. If you start off with something compact and smart, like a chase etc. and expand that, the current game climate favours this. It has to be expanded rather quickly, but it's doable.
Also, by the way, my house doesn't entirely rely on magic dances. As I had a few houses that did, I'm fairly confident at saying that. At least a magic dance would mean more than one or two steps. What my house has is I think one hidden switch, but even the effects of that one are visible from the doorstep. It's neither magic nor a dance if its only one step instead of a combination of moves AND if it and it's effects are visible.
Then again, the way people attack my house is odd. I don't see many clever attacks (many things are blatantly obvious), and no "recon". I designed that thing to be many tidbits where a lot can happen and all the walls are thin (sadly, I couldn't do it as well as I wanted because there are so many attacks currently so some shortcuts towards security where necessary. But either way, my house is by far the easiest at the moment I'd say.)
Hm. Idk. I'm obviously not a fan of the trapdoor corridor, but this doesn't look sexy to me either. But I guess I'll stop the whining for now and see what happens.
Seems to be gone for a while now, so I guess not. But then again, I think there's a few people who go around destroying those kinds of exploit houses.
The whole "broken house" thing has to be thought through imho. Something that feels like a bug is that it's possible to by paintings in a broken house. It's just too ludicrously easy to make a one-time-rob house of epic proportions and then hoard all the paintings one by one. (See the Johnson house in its current state! Broken but buying paintings...)
But that's so twothousandandlate
(But yup, cache did it.)
Yup, here too. (Chrome Browser)
Not really the place for this, but a Jacob Joseph Jackson died in my house - I feel bad for that.
I think I've died stepping on drugged pitbulls like 50 times.
Anyway, I am kind of proud of this house. I was using the hide-yo-wife strategy, so I kept trying risky things with the safe. The result was a safe that is pretty easy to get to, but tries to divert your attention away from that location. I wanted something that shouted "oh it's definitely not there." A pitbull behind a door is usually an indicator of a completely unsafe dead end.
http://castledraft.com/editor/X2QNaH
Haha, sweet!!! One might try and do the same with the wife&kids: Have an "obvious" wife and kids corridor go upwards all the way with lots of dogs and really hide them somewhere in a corridor that looks like it has another purpose.
Yeah, I think I share the concerns about implication and effectiveness and results of any power-source restriction. Indications could be done by something like "hover over the power source and there is a hovering frame around the area of effect" which is also briefly indicated after building the power source or so.
In the end, I'm not certain about this. It's an option to try and limit bit-locks and magic-dances while keeping the sweet aspects of the game going. (I like limited animal movements behind walls - it forces you to make choices and it's levelling things. A respawned player might figure out an easy dance for free, while any half-wealthy player would just have to spend cash on every trapdoor or floor in the vicinity just because of the risks involved. Those effects are interesting I think.)
I can imagine brilliant things coming out of very clear restrictions and I can imagine it being a dead-end like blueprints. It would have to be tried out to see if it's a good thing or not.
floating point differences
on different architectures make "what's visible"
slightly different
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That's almost poetry man.
Aw shucks, now I wish I hadn't died due to stupidity in my 40k house just now. 4k starting cash wasn't all that bad. Still, yeah, there is an imbalance. Upping tool prices seems sensible gameplay-wise, but how one would justify that a little wire-cutter is 100$ - the same amount it takes to excavate a man-deep pit in your house - that is a little odd.
It looks like the first few ladders / crowbars / ... should be rather expensive (to counter starting cash abuse), while the 20th or 30th ladder could be quite a bit less expensive to discourage monoculture houses.
Once again, a building-voucher-vs-tool-cash system seems like the solution most fit to the problem. But then again, it's fun to destroy whatever is within reach with starting cash when between houses and the fear of those attacks is a nice thing when building stuff. (AM I SURE MY HOUSE IS 2K-PROOF??)
Maybe the game could simply give you a voucher for building materials in addition to normal starting cash: Here's another 4k from the city to get you started on building supplies. Or from the local chihuahua dancing charity. 2k starting cash can be used as always, there's only some more cash to go into building (or not). Some more cash to work with would mean one doesn't have to log in every half hour at least in the first phases of the house to get things off the ground.
I'll have to go to bed soon and I think it's a given there will be nothing left tomorrow considering the 4k people can burn for free now.
Soooo, what are your tactics for surviving the first night? Anybody manage to get their family through the first night lately without resorting to putting a safe next to the door and putting it all into dogs?
Yeah, I kind of think we need a solution that's really quite simple. Something similar to line of sight for dogs. Obviously it won't be as intuitive, but something where there is simply a radius for any given power source to affect. Probably they should even be incapable of interacting so that one can't still do across-the-map bit-locks by chain-linking them like so (left side!): http://castlefortify.com/c/8906414
It might just have to be done with a very tight constraint. Like there are nine sockets onto which one can buy a power source that can exclusively power those 9x9 squares. Any interaction would have to be done by animals - which carry the restraint of having to be "glimpsed". That set of constraints might produce a variety of houses. We might see quite a few "puzzle box" type starter houses, or huge cubes of multiple interaction, but limited wall thickness etc. would mean stuff had to remain easy to cut to - any trapdoor corridor would be fairly unsafe since the cutting to would be a cheap option (any power source could be reached for 2400 max, since they would usually be hidden it can even be cheaper: http://castlefortify.com/c/8906414 (right side)
If Oulipo has taught us one thing than that sometimes harsh constraints produce great things.
A careful assessment says that it looks like there are rather less than more houses around now. I assume that my family won't survive the night.
Sweet justice! I was getting really annoyed about that painting hoarder...
More constraints lead to more creativity. Maybe once a given design has been "solved," it should naturally die and not be viable anymore. People should seek out different designs that are unexpected in some way. I want that to be the only way people will be semi-successful as home builders: by always doing the unexpected.
My thoughts exactly!! I do think a LIMITED movements of animals behind a wall combined with pressing buttons can be awesome - it's just so tense since you don't know what will happen. The problem really is that it has no trade-offs. If walls could only be 3 or 4 thick max or even less between you and the animal (because current doesn't travel this far), you would accept considerable weaknesses for any magic dance or rather be pushed to using this in a clever way instead of as bricks and mortar security.
The power through the corridors looks to me like it could work with modified trapdoor houses but hinder more interesting, complex and confusing houses. A bit of trial and error isn't even all bad, it just shouldn't be ludicrous like it is at the moment.
Yeah, I really feel it's all about the "range" of electricity. And limiting this is the only way of not killing about 90% of the way the game works right now. It would be tricky as to how to do it and how circuits could then interact, and it COULD be slightly less beginner friendly in building mode, yet hopefully a bit more friendly in robbing, at least until Blip comes up with something nobody thought of.
That way, the current build aesthetics AND the "cut-to-know"-aesthetic (which is positive to a very limited degree!) can be rescued.
Please please please don't make it this... This looks so bad I couldn't bring myself to play it...
@jere: I think we then think the same outcome is optimal. At the current state of things, a simple dance combined with a bit-lock (like what Callahan had) is probably the strongest defence, since magic dances have been weakened considerably. One can even just put the solution effort on a timer by making you walk on trapdoors and having a cat shut them off after a while. Funnily enough, I have yet to see a magic-dance-bit-lock combo, where the buttons have to be pressed while doing the right kind of dance.
I like the limitations of house size even though it often feels "too tight", but then again, the Cortez house felt HUGE because of different intersecting corridors etc., so I think the size is about right if employed well.
@Josh: Oh, I must have overlooked this! The safe was down to the left I think and the dogs were in a room with sticky switches and electric floors that had to be disconnected from above. But that's all from memory. I think that limited range of things will achieve this, like it has partially done with animals. If there is no one overpowered strategy, diversity will be the best defence I think. Might be wrong, but it seems good either way to put some limit onto what power can do.
bey bey wrote:The best house in recent times was the one by a Mr Cortez - a house that was an endless mixture of corridors, doggie-switched-trapdoors etc. etc., all quite small, and every turn could be your last one. Something to be explored, cut through, thrown bricks at etc.
This sounds maze-like to me!
tl;dr: Well, yes and no. It had elements of animals that continue moving beyond line of sight, for example. The big difference was that it was in smaller spaces. So one could either cut through or cleverly use tools to survive (brick window, drug dog, etc.). The problem with bit-locks isn't that different from the magic dance across the map that has been dealt with somewhat. It's not that bad if you can get to it quickly, and this cutting aesthetic is quite sweet: Saw through a few walls, figure it out, return and solve it. This forces builders to go for more complex and interesting designs that rely on some kind of "pathfinding" combined with locks and animals, that aren't classical mazes but something more interesting.
IDK, there also used to be a house with three corridors of dogs that would be released if a very simple dance wasn't performed properly, and where you had to get a chihuahua to walk to the safe. That kind of thinking outside the box is what the limitations should push: since there is not one overly strong strategy, the best system is to do something unexpected.
I honestly assume that somehow cutting down on the range of electronics and or power could then mean that the resulting high security houses would at least have to be interesting since the classic trapdoor tunnel would hardly be secure anymore.
/ tl;dr: I think the sister problem of the animals across the map is electricity across the map. One could try solving it via fixed "outlets" in the walls or the floor that only work in a small area, or one could try limiting electric conductivity. The thing is that the basic principle isn't broken, it's only overpowered, like the animals used to be in respect to movement.
I think that's the wrong notion though. A maze isn't very interesting, it's just tense.
The best house in recent times was the one by a Mr Cortez - a house that was an endless mixture of corridors, doggie-switched-trapdoors etc. etc., all quite small, and every turn could be your last one. Something to be explored, cut through, thrown bricks at etc. A maze is just a magic dance with an added dimension - it's (limited!) electronics, animals, and small traps that make for really fun-to-play houses.
I also agree that I don't think this game should be made much more 'casual catered' - Yes, when I first loaded the game before looking at any tutorials or lets-plays I was pretty overwhelmed with all the different building items that could be chosen, but once I got to grips with it, understood most of the game mechanics and made some decent houses the sense of achievement was great, matching my mind against the other top players in this game. The steeper the learning curve, the more satisfying it feels to finally get to grips with it.
I think the comments that the people who tend to gravitate to this game are generally interested in engineering, computer science, physics etc. could be quite relevant. I've got a masters degree in maths, and am studying for a masters in computer science, so I think that is why I became so addicted to figuring this game out when I first played it, wanting to 'master' the system. And if TCD doesn't end up with a huge mass-market appeal, instead fosters a smaller, more inquisitive and creative group of fans, I think that would probably be a good thing.
I'm a humanities grad student and not that deep into anything mathematical or programming related etc., but the level of "depth" of the game is great as is, especially since the non-technical people like me can work with psychology and get quite far too.
Oh you are Castro, bey bey? That was me who got to your vault! I was wondering if you were going to change things around, but now I don't see your house listed at all. Is Castro still around? It was a good house, though I agree with jere that the name made it a sort of sick reference to some terrible recent events in the news (or at least, that's what I assumed he meant).
Yeah, I fixed some things and forgot to pick up the second dog during self-test. And that was that.
OH, now I get it!! I was only going for Cuba!! Fidel Castro and all that!! I found it funny to be the big time communist hoarder rich guy. You must be referring to that Cleveland thing (that's what google gives me for Castro)? I'm not an American so that whole issue wasn't really on my mind and I never made the connection, it's only been on the fringes of international news over here and I honestly didn't even remember the name. So yeah, nothing of the kind intended, especially with a random name.
edit: It's kind of alright I died, though, since you figured out that house. Since it had grown "naturally" it would have been tricky to seriously change stuff around. I had improved the first step and apart from that I'd have relied on you getting the last dance wrong since I assumed you were lucky with that one.
Either way, it's always sweet to start a new house. "Jedem Anfang wohnt ein Zauber inne..."