Discuss the massively-multiplayer home defense game.
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Arakira, this will have been the result of either a connection failure on the part of the robber or them quitting the game (or I suppose the game crashing) before the robbery was completed. In any of these cases, due to the asynchronous nature of the game, the details of the robbery attempt will not have been sent from the client to the server and so the tape recording simply was never sent. For the same reason you will not have received any of the tools which you otherwise would receive on their death. Even if the robber has just died in your house if they rage quit on the death screen no recording will be sent.
Der, I'm not totally sure from your description but I assume you're experiencing 'chills'. In the current version you cannot rob a house you have just died in for a full hour, there are several game-play reasons for this, most importantly so that you cannot grind a single house with endless starter accounts, also, it prevents dual account abuse as you can now only suicidally dump tools and bounties into a friendly house once every hour.
My assumption here is that changes to the house can only be initiated from things within view (or things out of view which were initially triggered by something in-view)
Hi jcwilk, I'm sorry to say but this assumption doesn't hold. Although in MOST CASES electronics will not change without the robber or a pet interacting with them this is certainly not always the case, the most obvious example being clocks. In any house containing a clock or something like it the state of the electronics in the house would have to be calculated server side every turn because a clock can act on the electronics of the house without your knowledge.
it seems that your family/pets only react to the player in view
This is half correct, but once a pet has been activated it will remain active for the rest of the robbery and will try to move if their path is unblocked regardless of whether they are in line of sight (this includes dogs, cats and chihuahuas). This would effectively mean that as soon as a single live pet moved anywhere which you had not explored (and thus you would not know how the pet is interacting with their environment) the robbery would have to be calculated server side until the pet re-emerged. Effectively a magic dance house would have to be calculated synchronously the whole time.
I doubt client triggered asynchronous play would occur very often with these limitations in place.
This was me!
I was halfway through writing my own explanation of events when I reconsidered. I quite enjoy the omission of the thief's motivations. Where my actions mistaken, or purely awful? What was my initial plan? How did it go wrong? Did I suicide intentionally? Why, I asked myself, aught I ruin one of the best elements of your narrative: ambiguity!
For anyone who wants a repeating circuit with period 8 and does care about it taking up half the house this might be a better option. No offence iceman!
I still think this violates the idea of " you can always go back" and "death is always your fault" No sir, I dont like it. As If magic dances and unseen poodles were not bad enough, now I have to worry about things setting of clocks that can turn the whole dungeon into an infinite loop of death. Not a fan.
The late Mr Morse's (my) maze was, I'll admit, an "infinite loop of death", but haven't you heard the old rougelike saying "death is fun"? People began by dying in droves, but soon people died and learnt and died and learnt and started using more clever tactics. Any 'random' sequence will have to repeat itself eventually as there are only a finite amount of states the circuitry can be in before it repeats itself. To make a clock and pseudo-random number generator with a sequence 120 long took up almost half the house. Quite a few people had figured out the sequence by the end, and were coming up with methods even I hadn't thought of to survive in the maze. In addition, a single damaged wire would render the whole generator useless leaving the floor perfectly inert. You try hiding a bundle of electronics half the size of your house effectively! Add to that the fact that I almost pissed myself each and every self test (and eventually died during one) it's not as if the house was in any way optimal. If I wanted to make an 'invulnerable' house, believe me, it would be easier to do a magic dance or combo lock. I made my maze because I thought it would be fun and different (and OK because I wanted to get rich and famous!). When I finally got done over, the robber, (ukuko?) entered my house with only a pistol. It was beautiful to watch: not a magic dance seemingly disengaged from the danger of death or any discernible meaning for that matter, (which most magic dances are) but one actively engaged in surviving the electrical jolts emanating from a mysterious, but none the less predictable mainframe, a dance in time with the infinite loop of death.
None the less Bill I understand your outrage. The line in this game (or any game with emergent properties for that matter) between something clever as opposed to something that is simply exploitative is always going to be a fuzzy one. If everybody had complete knowledge about what is dangerous and what isn't then it would become a game simply about calculated risks, with incomplete knowledge there is a darker and more frightening edge to your risk taking, I think this is an intentional aspect of the game. Whenever I'm tricked by a new clever combination I feel exploited, but hell, it is, to a certain extent, a game about exploitation. In the end if people can learn ways of dealing with a certain combination of elements I feel it isn't an exploit. True exploits are ones which there is no way to combat, ones which add nothing to the game. As I said earlier, the line is by no means clear, but as far as I can tell clocks are too vulnerable and predictable to be an exploit. I also don't expect every second house to become like Mr Morse's, frankly, the electronics are to convoluted, so it won't end up (as far as can tell) leading to a row of identical houses filling the street. The ultimate success of my house was that it was unique and unexpected, it will not stay that way forever.
It is also true that the game has strayed before (I speak of the blueprint days) into realms where without a degree in computer engineering things might have been tough. (I've got a degree in creative arts by the way) I understand that not everybody gets the glee I get from making or figuring out complex circuitry and that, simply, that is not what the game is about. But in the blueprint days there was a major difference, the mainframe was closed behind an impenetrable wall, all you could do was try to understand it. If you could not then there was nothing at all you could do. But as I have pointed out, my mainframe is different, it is vulnerable, Luddites need not understand my damn contraption, they can smash it to little pieces. Wouldn't THAT at least be satisfying?
The dance-floor was strangely deserted, bar a singular chihuahua staring impassively through the windowpane. And so I danced as best as I could dance, but, deep within those fathomless, beady eyes I could see, it had found my dance wanting.
I was fiddling with a simple (unoriginal) design for a one-time robbable house when I came across this odd behaviour. This is a functional arrangement, but by removing a single wall tile (as in this) the cat's vision is obscured to the point that the house is broken.
It is likely a consequence of the new pet sight rules concerning diagonal gaps. Obviously this is a bug. Not a very exciting one though...