Discuss the massively-multiplayer home defense game.
You are not logged in.
I have a 1 step doormat suicide tape, with a $64k bounty on it. It is my favourite tape.
You could probably lose the 3 steps tapes as well, or a delete tape button!
It does that if you do nothing for 5 minutes, even in edit mode, I think if you're editing a brand new starter house, it doesn't time out, but if your starter house is built from funds you stole, then it will time out after 5 minutes idle in edit mode.
Got me a couple of times too.
Defiantly a disconnect, but it could have been user initiated (alt-f4 or something).
A couple of my larger bounties w/ 1 step suicide tapes. No way to prove it, but my theory is it was scout that died unexpectedly and killed the client out of anger.
Oh wow, I hope it was that, especially since it was a starter house with only 2 traps in it.
I guess my problem is in the nature of the traps that I make, everything is convoluted and hinges on precise activation timing of moving pets and family, often you need to charge into certain death, but something from 28 moves ago kicks in at the last second to toggle things for one turn. Mistime anything, or take one step wrong in the middle of a wide open area, and you don't get a second chance, but it's not usually a mis-step that kills me, it's when the power spills over from a different trap, or that pitbull which normally gets fried when you run the gauntlet didn't because I used lights, and now he's blocking my backup exit. The thing that kills me most, I think, is getting locked outside of my half built level with a chihuahua for company, there's no testing alternative for powered doors, since indicator lights let pets pass through.
I think you should play Monaco instead!
Well, I managed to spend 110k without killing myself just now by making the dumbest house ever.
Yeah death one was a hanging on the doormat, death two I don't know... he came with a wife killer loadout so he *could* have been trying to transfer funds, but I really doubt it.
The entry is pretty good at getting 1.6 to 6k bounties with a suckerpunch shotgun, but there's no future in a design like that, so no, I don't have a plan for all that money. Someone is just going to shoot her now. Wish this happened a couple of days ago when I had the free time to do a proper house!
Follow these rules to the letter..... no exceptions
- IF I'm feeling impatient or bothered... walk away
Just not for more than 5 minutes.
I've been killed by timeout in self test a couple of times as well.
I've gotten OK at petty theft, spending $100 to get $200, spending that to get $500, then spending half of that to get $900 and so on, gradually building my cash, always playing it safe.
It seems the deadliest thing that anyone can do against me in this game is to die in my house with a > $6k bounty, because my starter house isn't designed to hold so much, so I have to spend it *now* and in the course of upgrading it I die.
Every. Single. Time.
Even using lights and Chihuahuas in new areas, some minor wiring alteration for the expansion will cause a previously working part to stop working "just so" and my finely tuned trap kills me dead. Or I'll swap out the Chihuahuas for Pitbulls, only to forget to swap lights back to electric floors in some other part of the map, but my solution relies on those dogs getting fried and dead again. Or I'll add some armour cladding to wiring, but a dog trailing 4 squares behind will get snagged on it because I stepped left one square too early, and now the timing is out and dead AGAIN?! Or I'll move the shotgun to test one thing, then get into the habit of taking the shortcut past the wife, only to replace it once that area is tight, start working on something else then mistakenly take the shortcut 20 minutes later and #%$@&*!!
Not counting suicide / Santa runs, I reckon the ratio of my deaths is around 10:1 to my own house. I've never had a house worth more that $10k because that first big bounty always kills me. I think of all those poor people who got sucker punched by my traps and lost several days work, only for me to throw their hard work away by contributing their hard won funds towards some Darwin Award level assisted suicide.
I cant be the only one, right? How deadly are your newly modified houses, vs everyone elses?
As someone in Australia, GMT+10 it's usually pretty lonely, and early Monday morning seems to be the busiest time. It would be nice to know how many people are online and how many houses exist. It could be displayed in game, or I was thinking it would be cool to have a web page that shows this information, even cooler if it was displayed graphically, like a Sim City top down view, at night with different house icons for different values, lights on for people editing, dim lights (ie: a torch inside) for active robberies, lights off for idle, vacant lots for robbed houses, maybe even little people roaming the streets to show people browsing the house list. Basically something to give us a feel for what is going on without giving away information on specific houses.
It would be pretty easy to make a page like this if you could make the right sql query to the main server...
Maybe he was just being nice?
I have clubbed my way through 9 dogs to the family in someone's house, then clubbed the wife only to leave without the money, because in a 6k house, she was carrying less than $2k. Then I went on a run with no tools in a cheap house and died.
The thing is, if someone is offline, it is far more likely that someone else will visit their house between me leaving and them getting back home. So, the next person to visit that house will see a pile of dead dogs and score a free $1500. I may have ruined someone's day, but it also made 2 other people happy.
I had a new house with maybe 5-6k from bounties, and a nice little confidence trick at the entrance, cautious exploration would allow the wife time to get into position behind a seemingly safe door, but opening the door straight away showed you another door you could just reach, but you would be sandwiched between 2 dogs with no chance of exit. At first, nobody took the suicide door, but right behind it was a simple 4 way pick-a-door, and the vault was behind one of those, about 8 steps from the entrance. So, for anyone without tools the wrong door is death. Anyway eventually someone got it, but I guess since the wife shoots everyone in my house, they didn't get away with much, so I continued expanding that house. The next day, I had 4 tapes in a row of people all with no tools, all taking the suicide door and all picking the same door which just happened to be where the vault was the day before. So it can't have been one guy, or even guys in real time communication, my guess is people posting maps on a forum. Not that I'm complaining!
I tried this puzzle
but I could not finish it
now I feel stupid
Seeing a lot of $10 houses, I'm guessing it's from the hourly pay? My bounty must be HUGE now!
As for client mods, something I mentioned in another thread, I would really like to see a limit on stack size for tools, but with multiple stacks of the same tool allowed. I'm guessing 8 or 10 would be the limit per stack, so if the limit were 10, you could still go in with 80 saws, but that would be your whole inventory.
Drugged dogs wake up in the spot they were drugged.
That's what I thought too, drugging a dog near the entrance could make a level impossible without tools. Maybe it changed recently?
edit: yeah, I just had a guy make it to the vault, sleeping dogs stayed sleeping, so it seems either sleeping animals reset if family is killed but not if vault is reached, or they are reset if they're right on the entrance?
The last guy to rob my house drugged a dog right on the square next to the entrance, blocking his own way out. He also killed one of the kids, leaving a corpse blocking the path for the family members.
So, I have a few questions.
I can't click "done" now without first removing the corpse or making a path around it - so what happens if I just quit out or go idle now, without touching the house?
The "broken" house state was saved because the kid was killed, why is there a dead cat in the halls, but not a drugged dog on the doorstep? I was pretty sure I've been killed by a dog sleeping on the square in front of the exit before... but in my house it seems the wife, shotgun and pitbull pet were all reset after the kid was shot, only the broken walls and corpses were saved.
When I do fix the house, I understand that the wife will stop at a child's corpse instead of go to the exit..., does this mean at a T intersection where the armed wife has a choice between the exit and a corpse, she will go stand by the corpse?
As an example... http://castledraft.com/editor/zvqnVu
Will the wife take the cat path or the chihuahua path there?
Aw man, I feel like such a jerk now, there were only a few houses up on the server and I robbed them all because i need the money for my uberfortress, then I came back and checked this thread where everyone is playing nice and experimenting and stuff.
woo everything is half price!
I set up a server for testing stuff out too, everything standard, but $20k starting cash. I was thinking about modding so it uses a custom (v 31) executable that won't connect to the main server and vice versa.
If you want to play on my server, PM me here with an email address and ill send you a key and download link.
I don't want to chime into this argument here about game design and making a point, but I do want to talk about the self test itself.
I do feel that the actual self test should be perma-death, It's part of the game's theme, if you wire a shotgun to the front door, and forget to flick the safety before "self testing" in real life, you'd be dead. It's game game death, not your real life, so I find it fine.
I also feel that "swapping" out all pitbulls for chiwawas, and electric floor for orange lights, and doors/p.pits for green lights is very slow going. If would be nice if there was a "replace all" button - "replace all with safe version" button?
I mean, yes, the undo button helps us "automate" the reverting of changes... If we forget to go back to danger mode, then it's our fault.
My opinion here is that most of the complaints I keep reading could be avoided by the addition of a test mode.
Not the self test run for validation, it is absolutely right that the validation run should be potentially lethal, but there should also be a mode where you can test the lethality of your traps, or practice your self test run, or experiment with fringe conditions and movement order without having to restart from scratch for each lesson learned.
Indicators and chihuahuas don't cut it, and a "replace all" shortcut is not really an option for anyone who uses chihuahuas or indicators in their designs.
In 99% of my test runs (ie: while the house is still a work in progress) I have no intention of touching the safe and validating. The house design itself gets all out of shape because I have to constantly build, remove and rebuild shortcuts back to the entrance from each area under development. And i still have no idea, there is simply no way to test... if I place the shotgun just *here* and the corner *here* will my wife surprise the robber, or the other way around?
When learning, with so many of the conditions, especially with interactions between of pets, or order of operation of electronics, the only way to test is to die and start over from scratch.
I'm really only posting this in the hope that maybe a modder would like to pick up the idea, but my suggestion is a test mode, like a self test, but you cannot validate your house this way, and you can go into it with the intention of seeing your lethal traps in action. Maybe have the whole screen in green and black monochrome, to show that it is a "simulation."
Also, for "test mode" it would be handy to be able to take $2000 worth of simulated tools. Imagine the improvements you'd see in house designs!
Posted this in another thread already, but it seems to me the simplest fix is getting rid of the infinitely stackable items.
Imagine: you kept the 8 stacks, but each stack size limit was 5. If you want 6 saws, that's two stacks. If you want 40 saws sure, but that's all you can take.
Infinite tools were brought in to solve the 9 thick wall problem, right? But you only need infinite tools if the levels are infinite, which they aren't. Level size is 30x30. Thickest feasible wall is a bit less than that, say 26 tops. So you could in theory build a wall that will take 6 stacks to brute force, leaving only 2 slots for other tools.
If stack limit were 5, then building walls 6 thick would still be a tactic, but rather than make levels impossible they would just reduce inventory choices for brute forcers.
Maybe a combination of stack size limit and slightly reduced number of stacks (from 8 to 7) would be worth looking at?
I have only played a few days, so this may be a bit naive, and it's probably already been brought up... it just seems to me that solving the problem of unbeatable 9 thick walls by infinitely stackable item slots was massive overkill.
So, if brute forcing is the problem now, why not just set a reasonable limit on stack size and allow carrying multiple stacks of the same item type?
More experienced players would have a better idea, but I'd guess about 5 or 10 items per stack would be enough to make people think hard about their item choices. If there were a stack size limit you could also reduce the cost of items ( I hear they used to be cheaper ) to give new players more of a chance.
I'm another new player and I feel your pain.
I assume that most people test their houses often during construction. When I test a new house, I always go back to the entrance rather than the vault so it doesn't validate. But this limits the kind of traps I can make, and forces me to use indicators and chihuahuas, which particularly sucks if your solution requires frying a dog in a logic puzzle. My current setup needs to have an electric floor on one square for the puzzle to work, but that square needs to be an indicator so that I can get back out while testing. It's a catch 22.
One fix to this problem that would still be in the spirit of the game is if after a successful test run you had the option to either validate and view your neighbors as usual OR return to your house without validating. Of course, if your problem is wanting to move a pit after your house earned a little cash overnight, well, my suggestion doesn't help you, so I agree with your idea of at least a partial refund. Notice that dogs work exactly the way you describe, you can move them around freely between validations, so not being able to do the same with walls and pits must be deliberate. It seems like there is a lot in this game that is deliberately annoying.