Discuss the massively-multiplayer home defense game.
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Tool use no longer causes mobile objects to take a step. This increases the tactical effect of animal positioning (because you can no longer use a tool on a wall to tune how far away an animal is from you---thanks Zed).
My first thought is it makes easier to run away from pitbulls if your escape route is through a wall. Which, on balance, is good because I'm usually the one trying to run.
Also, v10 subtitle:
V10: LET SLEEPING DOGS LIE
The buttons I added at the top are all decoys, literally all they can do is make some lights switch on and off and release some dogs onto you if you fiddle with them.
Yea, I noticed that the first time. It was pretty great decoy though, because at first I wasted a lot of time studying it.
DANIEL STEVEN SMITH


And you thought this wasn't a puzzle game! ![]()
This is actually the exact house I contrasted in my post above about Nash. It's been a long time coming. I had tried the same strategy a few days ago, but I must have miscounted. I had just enough money left over to scope out the electronics, which involved 30 switches in series and 3 pitbulls. Luckily it was no more complicated than that.
I know this is ridiculous, but the most useful tool in this game: your fingers. They represent 10 switches in series pretty nicely.
...DERP! I didn't even see the youtube video by largestherb above. I swear I solved this by myself. I assume the logic had to have changed since that video... there was at least $10k in there after all.
The infinite tools allowed for players to have too much of this backup money and essentially keep almost all of their money completely safe, but I think there needs to be something to replace tools as a way to keep restart money.
Hmmm.... it'd be really interesting if tools couldn't be sold at all (or only a one-time option on the successful robbery screen). Then, they're just sitting in your vault tempting you to rob someone... and to experiment.
i've definitely noticed that if you have two accounts, rob your own house with one
ಠ_ಠ
Where you the guy with the safe in the upper right?
They are surveying your house and sometimes being very careful about it. Sometimes people will dance back and forth waiting for dogs to come out. Sometimes they will backtrack repeatedly.
Also, it could be multiple people (or the same person) coming in repeatedly and you just aren't hitting "return to house" in the very short time in between.
Someone came in to rob me with 14 explosives. FOURTEEN. My house was worth a few $ and they spent $7k to try to get it. Luckily, a single steel wall foiled them.
Now they're just trying to load my house with ladders so they can steal them back. Bored, I guess?
It doesn't do a lot of good when the electronics are hidden.
In the case that I do find the electronics, it's often rendered useless by lights/doors/trapdoors that give you the same information.
Well, I'm lazy, but I made a small change to the crowbar page. It can open doors, so the following is now wrong, right?
If the player enters the door tile, a dog on the other side can enter the tile on the same turn. Thus, a door with a Pitbull behind it can be an impassable obstacle.
I felt terror at the options of ridiculously annoying defenses arising where different dogs on different levels are part of multi-layered magic dances etc., and it would allow people to build ridiculously complicated computers. (The size of 30x30 also seemed like quite a sweet spot limiting what electronics could do.)
Probably the only possible option would have to be that the "levels" can in no way be connected with wires etc, so that it would just be another house basically.
Right, that's what I meant by the floors operating independently. No multi-floor electronics.
How would this be different than just another house? Well, the stairs would make it more interesting. The homeowner solution could involve climbing to a second floor, going going down a long hallway, then climbing back down, going through a maze, climbing back up, rinse and repeat a few times... long story short, each floor could have multiple entrances. The floors could have interdependent labyrinths, but no connected electronics. It'd also be kind of cool if higher level trapdoors/pits didn't kill you, but simply transported you down one floor.
Yea, this would add a little bit of complexity, but that's the idea. It's the next logical step of protection once you've maxed out your house. It's the AMERICAN DREAM.
With the current prices, the optimal house seems to be a magic floor dance driving a ridiculously long trapdoor path and 90% of the house being pits. Well, I've already seen that. A few times. What's next?
It might be too early for this, but what about multiple floors? Thinking about roguelikes makes me wonder about descending and ascending stairs. And while I know that "climbing the ranks" is supposed to substitute for descending into the dungeon, it would serve that purpose and more.
Right now, there's a pretty low ceiling on what you can build and multiple floors would add a lot of depth... ba dum tsh. No, seriously. As far as I can tell, any house can be beaten in less than $30k (half the house being trapdoors: $600*(30+15)=$27k). You can climb up the ranks, but the ranks only go so high. Multiple floors would extend that.
At first, I thought about a larger map size. Maybe a 45x45 tile house? But I assume additional floors of the same size would map nicely onto the existing data structures and code. Besides, how cool would it be to have your own "levels"? The way I'm imagining it is you'd buy an additional floor for maybe $10k and you'd have to stock it, so it's obviously quite pricey... reserved for the wealthy. The floors would operate independently except for matching staircase tiles. However, the canonical solution to a house might require climbing up and down repeatedly. Perhaps you could even build both up and down (basement levels) to store your safe or serve as diversions.
Ah, I died too. I thought it was my fault because I sometimes quit while robbing a house (meaning to leave) and couldn't remember if I did that.
RONALD DAMIAN NASH

That was really fun! The way I play TCD these days is kind of just popping in to check for low hanging fruit, not caring about my house, and then every once in a while getting "nerd sniped" (totally obsessed with a single house).
There were a lot of components, none of which were incredibly complicated. Compare that to another recent house that uses 3 rows of pit bull switches in series and requires a complex magic dance (none of which can be reached with starting money).
So here I was able to repeatedly poke into various areas to decipher the house. Some of the areas required slightly more than starting money and I had to desperately hit small time houses just to get some additional information. But it was pretty exciting every time I discovered a new nugget.
There was the beginning timed trapdoor puzzle, which wasn't too hard. Then several small mazes with pit bulls, some of which were complete diversions. I popped into the final wiring room before the safe trapdoors, but it wasn't powered! So I had to hunt near the top to find 4 magic dance switches (again, not overly complicated), but I had to go back TWICE because I counted wrong the first time. And both times required more than starting money. After all that, the trapdoors didn't turn on and I was epic
.... BUT I just stepped on them and it they turned out automatically. Seriously, a great house.
The house started around $4k, but by the time I was done exploring (probably 30+ deaths) it had $23k.
Two Jason Rohrer's.
Jason Rohrer and Jason Rhorer. ![]()
But seriously, I think both puzzle and tactical play could be preserved in the same game.
I've proposed granular blueprints before, similar to what you're saying here. The echo-sounding is interesting. You have to ask yourself if that'd ever be better than just blowing through a few walls though.
The thing is that "hidden workings" behind one too many walls will still be an issue with partial blueprints... especially with only getting particular circuits. Complicated electrical puzzles would require a full blueprint to be solved. The reason is that you can "connect" two unconnected circuits through pets. At that point, all circuitry, all pets, and all walls (basically everything) are vital to deciphering the puzzle. That gets me thinking that the "use a switch -> become vulnerable to full blueprints" concept is so nice. It allows both pure labyrinths and pure electrical puzzles. Then I have to remind myself that this is not a game about puzzles.
While we're discussing not very important ideas, I'd say v9 has made me want hotkeys for the backpack. When I want to cut through a dozen walls, it'd be a lot nicer to use hotkeys for the tools.
This loophole has been around since v5 though, right?
Heh. Actually it's been around since v2. Probably since the beginning, but I wouldn't know.
Well, V9 makes murdering families a lot easier. At least until they are protected by thick concrete.
Doesn't make it any easier for me to stop making dumb mistakes though.
Ah. I should have known the top house wasn't so easy. Specifically I get "House check in failed" after doing it. I wonder if the server side checking (which was implemented to prevent cheating) hasn't been updated with the wirecutters and assumes it's a cheat?
Ah yes, the problem with a comparison to the meta in MTG is that cards are constantly being released and the standard being changed. That's the business model.
For some reason, I don't see new tools and tiles popping up every few weeks in TCD.
but there isn't really anyone to victimise at all right now!
We're on the same page there. I don't think a handful of worthwhile targets is sustainable for an MMO with hundreds or thousands of people.
My answer to that. tl;dr: completely reset houses every time (no one-time robbables), pay robbed houses, and prevent multiple robberies from the same robber.
v9 should take care of the one-time robbable house automatically though.
I think a fairer solution would be to give you a random selection of three or so houses to choose from. Otherwise it'd suck if you kept getting assigned the 'impossible' house.
I thought infinite tools would make it so there aren't really any "impossible" houses anymore. I guess we'll see with v9.
I still think this would be better solved by robbed houses earning a basic wage. $$$
Agreed. NPCs would work for so many other games, but I think this is an exception. Victimization and affecting other human beings is really important here.
Like I said, 95% of it was fairly fun/easy, but the last little bit bit was incomprehensible to me. Inverted switches usually do that. I'll probably just end up recreating it.
Interesting house!
In TCD this would mean that instead of the house list you would just get to see a random house (the blueprint + house money, maybe also attempts/deaths) and from that screen you would need to decide if you want to attack or if you want to "move" to the next house.
Whoa, this has potential. The metagame where "these days people use lots of dogs" is hard to achieve when a) you can see everything people actually have in a blueprint for free or b) you can do a lot of free/cheap scouting or c) you can keep attacking the same house as many times as you want.
Matrix's random house idea seems to accomplish it though. The thing I would want to avoid is any tricks that let you still target particular houses; for that reason, I don't like a free "move on" button. If you want to move on/leave, you should probably lose your backpack contents. Otherwise, you just keep clicking through until you get to the house you want. It might be good to limit the random selection to houses with values greater than the 1x or 2x the total backpack value (purchase, not sell value). That accomplishes two things: the robber is guaranteed a positive ROI if they succeed and any robbers who pack minimally (e.g. nothing or 1 drugged meat) will have to deal with a lot of low value houses.
In a way, it reminds me of poker in addition to Magic, which used to have a gambling aspect itself. You have a hand, which might be sufficient or it might be worthless. At each point, you have to decide if you want to keep pushing it, go deeper, and risk more or if you want to cut your losses and leave.
I'm still somewhat attached to the idea of buyable blueprints. Maybe even more granular: an architectural blueprint with walls, a wiring diagram, a heatmap, etc. Being in the middle of a randomly assigned robbery and deciding on the fly that buying a wiring diagram might help you get to a safe (or even just escape) sounds pretty intense.