Discuss the massively-multiplayer home defense game.
You are not logged in.
Agreed. I would have liked to see selling price for tools decrease instead, but we'll see what happens.
I love brick and always bring one with me no matter what, but Dog Meat is just so extremely useful in most situations.
Dog Meat edged out because decent number of players distance their traps in a way to counter brick usage.
I don't mind slower growth rate as well, just wanted to counter the argument that it'll be less favourable to the rich
Now, if initial bounty was $200 with tool sale price reduced to 1/3 or 1/4, that'd be change that favours the poor (and more effective at curbing value growth?)
I think one of the main problem is that we haven't determined on clear activation condition for Big Heat yet.
Somebody builds a house with 10 doors (9 with dog and 1 with safe), but no commit gate, so I decide to run back to the entrance upon reaching wrong door and try again - each trip therefore takes about 20 seconds. About four times into doing this, I'm suddenly hit with 6 hour ban?
I have no problem with normal Heat that blocks re-try for certain amount of time depending on amount of step taken, tool etc. but Big Heat seems too arbitrary.
This is a good thing, otherwise the rich get richer, and the poor... well *shrugs*
I do not think this at all. Most of the benefit from robber kills come from value of the tools - and $2000 starter kit robbers who are aiming to strike big will only aim at the houses whose total are, at minimum, $3000. So the houses that have sufficient funds will still benefit from the tools robber drop, while when houses less than $2000 manage to get a kill.... what, they are likely to only get measly $50!
Remember it's fairly hard to start off when you are down in the pits, and in such situation $200 influx can be really valuable. I fear this initial bounty change is going to make climbing up to mid-tier ranks more difficult...
GoogleFrog wrote:This is sounding quite complicated. I like elegant systems.
We're all ears, then. What's your proposal?
Let's just see how much of a effect 'more tools = less time' update have, then add more system if necessary. I am rather cautious about dumping bunch of new systems with varying foreseen and unforeseen consequences on a single patch.
Oh I LOVE the idea that more tools = less robbery time.
I thought we were mostly talking about the chill effect, but if you don't make it major and have it start take effect after first 3-5 minute into robbery or so, I guess it can be tried out.
Still, it'd be appreciated if game client clearly communicated the time effects in such a case.
I do not like the idea of Big Heat. If the houseowner do not possess appropriate commit gates, he should be punished for such a design. It in fact encourages the idea of one large heist with massive tools - the one of problem trying to be fixed - over multiple trips of ~20 items to figure out how house works one by one. Can you explain how it solves the brute force? If it's intention is to allow chance for homeowner and other robber to enter the house, 5~30 minute is eternity on the server.
I like the addition of transportation cost after reaching certain # of items the most, honestly. Straightforward financial punishment for carrying large amount of tools.
Posting house I tried today for fun. It went up to $30000 before dying to self-test as usual.
The theme I based the entire house around was 'Door Maze'.
Note that the giant white box on bottom left is the trap I deleted, since I plan to re-use it in my future houses; it has absolutely nothing to do with the way to solve the house.
So it's pretty self-explanatory, you need to navigate the wooden maze, press the switch, come back and use the dog present at the entrance. At beginning it was just attracting one of the dogs that were defending my wife and daughter, but since some monster killed them, I created a tomb and 1/3 guess door with a freed up space as tribute. The entire former portion is deliberately kept wooden and free of threats to entice the cautious robbers - except a random pitfall I hoped might catch someone off-guard (you can see another one of these 'oops' pits at end of the latter portion hallway).
After you cross the inevitable commit gate, you reach latter portion of my house which is entirely devoted to the Dog U-turn puzzle.
More specifically, you would have to make a U-turn at bottom right corner, with pits placed on such a way that dog would fall into the pit and die without following specific pathway. Then you would need to pick which hallway is the right choice - astute robber would know by now that correct path is the one where dog was initially at, but to obfuscate them I utilized the 'similar looking hallways' trick. This trick was what killed me at the self-test
Should robber happen to pass straight forward choice corridor for 1/8 odds, he reaches the final room - and I really like this room because I placed cats and pits in such a way that if robber do not move 3E 3N 1W upon entering, cat falls into the pit in such a timing that it would block the pitbull from following you to the switch. To be honest, nobody survived to reach the later portion so I haven't seen it in action, but it should work in principle.
Fairly confident the house was enough to repel $2000 starter kit robbers, but as I said, it's a design for fun and not defense because it lacks lethality and strength. Larger portion of former maze is deliberately kept harmless to encourage exploration, and because the entire puzzle is based around the dog following you throughout the maze, I couldn't utilize basic commit traps like electric floors which encourage invader to burn through their tool. The entire latter puzzle can be bypassed by $3000 (gun and the ladder) which is woefully insufficient against robbers who actually come prepared, I think.
Transportation cost idea is interesting, and it could start being applied after reaching certain number threshold for each type of tools, but I do not think applying this change to saws is good idea. It'll be the return of conductive steel walls all over again - and many people do not use woods wall to defend important stuff anyway.
I mean, if I REALLY wanted to drive people crazy with paranoia, I could make it so that damage accumulates, even for failed robberies. So, they'd collectively chip away at every house over time, like termites. You'd have to watch your house day and night to keep it patched up....
I hope this change isn't implemented, for many obvious reasons - one of which are stated at very end of the paragraph. I know of a community that's pooling their info together to bring down Earl Arthur Willson, and that kind of organized behaviour is already powerful even with regenerating house.
Speaking of the complete utter devastation, what happened to the discussion about potentially decreasing the backpack space to 6?
Yeah, this just happened to me too and I don't think my internet even disconnected
Hope you manage to introduce the fail-safe option for such scenario somehow, if I can't even trust this not to occur on stable connection not sure I'll be brave enough to invest too much hour into this. Fortunately I was done with the house and waiting for someone to break it but still...
I hope the chill hour is kept at 24 hours, or maybe 12 hrs, to be decreased under consideration if the number of houses decrease once again. I've come across number of houses I would have been able to beat with starter kit had I been allowed to try the same house multiple times.
It also allows housekeepers to visit only once a day to switch things around if necessary, instead of having to check in consistently to prevent repeat-offenders from robbing everything in single day.
I apologize but this picture seem incomplete. The door would be unpowered at the start, unless you change three tiles next to the powered trapdoor to voltage-triggered inverted switch and power source.
Also
Solutions:
Get spooked and leave the house. Cost: 0
Club the pit bull blocking your exit. Cost: 200
Short the electric floors. Cost: 200+
clubbing the pit bull will not work. Note that hallways are strategically placed that the dogs will always be even squares away from you - the most essential trick to learn for all dog-owners. Therefore to survive you need to shoot the pit bull blocking your exit, which will cost 1200.
I've run into battery-switch-electric floor-trapdoor several times, and love the ingenuity of it since first impulse of the robber upon seeing the dog is to drug it immediately before the dog moves into inconvenient position. So it combines with other mechanisms absurdly well. In one of the robberies, had safe just two squares away from me but had to suicide because of that accursed combination.
I really should incorporate it into my design as well after my current house falls.
I have seen that battery-switch-electric floor-trapdoor before... I cant for the life of me work out how on earth you could ever get past it.
Go directly to the switch to turn it on, take one step back, charge forward trusting in the power of the dog.
I wasn't sure about 5 minute lock out, but I really liked 24 hour chill timers. Hope the latter keeps around assuming number of players do not decrease
Ended the contest with $20,000. Hardly not bad for a day's work, considering I had to start from the beginning at the morning.
Wouldn't have wanted the house to go over $30,000 and start to look too appetizing after all.
Edit: $23,859. Not bad.
IS IT OVER
Yeah, bit disappointing cheaters made it impossible to have successful last minute robberies. Robbing 130k with a starter kit is not an easy task!
Okay, robbery time is 2 minutes now. Will go down to 1 minute in a bit.
So no epic crazy last minute feeding frenzies among the top houses I guess. Too bad. Can't expect any new robbers to come into my house either.
This is kind of ruining the fun of the game for newcomers. I can't really build a perfect house on my first try, and had been trying to test with chihuahuas and light panels. This forces you to leave your house "undefended" for 5 minutes if you test something out. Could you maybe make it only apply to people with more than $2000?
I think the change is going to be reverted after the contest is over.
Police are faster now (4 minutes).
And you have to wait 5 minutes between visits to your house (it will look like someone is in there if you try to go back before that).
Does that mean I only have 4 minutes to rob someone's house?
Oh man, someone had been spamming $2000 house for about five minutes. Stop it! You're driving the rate up
Oh God, you're making me remember yesterday when I successfully robbed someone of ~$15000 using starter money, went to Castledraft to do basic design for my house, clicked back to the client to see I've been logged out due to inactivity.
So bad.