Discuss the massively-multiplayer home defense game.
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Wow, I couldn't and still can't figure out that house to save my life. I'm pretty sure I understand 95% of it, but I don't get how to power the right part. It even seems to be a copy of the left part and I can turn that on. So... kudos I guess?
If one were evil, one might convert TCD into a free to play game with a heavy focus on tool and tile micro-transactions. Hats, bandanas, lamps, sofas, upgraded guns, biometrics... the possibilities are endless!
Seriously though, I'm hoping no one forks the game, at least until the player base is sufficiently massive.
Sure. Jason seemed hesitant to change the architecture that drastically though.
It's open source, so you can always rewrite it if you want!
Unless I'm forgetting about some licensing issue or something.
THIS is a smart suggestion... if the client only knows what the player can see, cheating is rendered rather useless...
We talked about this before: http://thecastledoctrine.net/forums/vie … php?id=290
I suggested removing blueprints (for some houses) and, ideally, switching to a system where you pinged the server on each turn. That's the only way to do what you're describing. Instead of just submitting your moves once done with a robbery, you'd have to do an HTTP request for every single move... potentially hundreds of requests. Then the server has to load your map into memory (or keep it there the whole robbery) and process a single turn. Not only is this a huge amount of overhead, but it actually might introduce a little bit of lag. In most games you can do some sort of approximation while waiting for the server response, but here when you move into a new tile, you have to wait for the server to know what you're going to see.
I'd really like to see that stuff implemented because I think blueprints are central to the future of this game, but it's no small change.
I'd say the biggest problem is that once you accept permadeath, you can always use all the tools you can buy at the beginning just to crack houses - there's no obligation to contribute a house of your own.
Yea, the problem is that if you're determined to rob one of the top houses, $6k is immaterial in the face of a $20k+ payout. If tools were more expensive and/or the starting money lower, you might instead build a house and wait for salary to roll in before attempting that.
Here's a crazy idea: what if infinite pets could occupy the same space?
Right now, the main difficulty in reasoning about pets is figuring out what happens why they fight for the same space. If they could occupy the same space, they would instead go right through each other and the problem becomes parallelized. Each pet can be analyzed independently and that's a lot simpler. You would change from emulating the code in your head step by step to thinking about puzzles in a more intuitive way, one object at a time. Also, this fixes the stuttering movement with dogs for free.
The reason it's a crazy idea is that it nullifies large packs of dogs, since all dogs in an open space would converge on the same space over time (if you need to get past that space though, you'll still need a large number of clubs). But it might be worth it if the conceptual issues here are really important to fix.
And then my job would be to balance the whole thing through cost-tweaking (so that every object and tool sees active use).
Have you thought about a player driven economy? For example, the cost of of explosives goes up when either a) more people buy them or b) they get used a lot on successful robberies. The same could go for house tiles too.
That would add an interesting metagame and keep you out of the balancing business.
I've thought about this quite a bit. It would be simple to implement, but I dont think that's enough reason to do it. My tl;dr arguments against:
It would be at odds with the no player customization aspect (i.e. victims could be anyone). This isn't a typical MMO.
The game is based somewhat on personal experience.
Sadly, the vast majority of violent crimes and property crimes are committed by men. Something like 90% in 1991.
I actually think the spouse always being female and not, say, a random gender is more problematic.
I like that a lot! I'd also prefer more than the current contrast.
I set out to make something that would feel like Rogue, moment-to-moment, but with "dungeons" that were designed by other players.
Interesting. I've described it as a roguelike, but I figured it ended up being one by accident. Do you play modern roguelikes, Jason?
Hmmm... really? I was thinking the number of robberies that do damage would go up with these changes. It would switch from:
a) a given house usually being robbed by a single person a few times (or 1 time if the wife is dead) down to or close to $0
to
b) a given house robbed by LOTS of robbers (each limited to one robbery) because the continued salary continues to drive the house up in the list.
But I'm not sure exactly what the difference would be. It depends a lot on what you assume the time between owner check ins is (a day? a week?) and how worthwhile each salary pay out is to potential robbers (if $140 enough to visit a house).
Family no longer can be instrumentalized to reach a hard vault (by killing one at a time to get damage to save). So, why will people waste money protecting the kids?
I always thought this mechanic was somewhat arbitrary. I see how this emerged out of other constraints, but step back for a minute: does it make sense to allow walls to repair themselves magically upon unsuccessful robberies but not on successful robberies/murders? I'm not saying get rid of the no-safe>no-damage mechanic, but is there any reason to be attached to its corollaries?
I think you explained the kids things before: simply for emotional/irrational reasons.
Maintain one "damaged map" for the owner to discover on the next return home, and maintain just one tape to go along with it (the result of the last successful robbery before the owner came home).....
4) If the one tape saved for the owner shows half the money being taken, but the owner sees that a lot more has been taken, how is that accounted for? Seems like we'd need to still save/show all tapes, but only save the damage from the final one?...
There is something very powerful about returning home to find your house ravaged by multiple break-ins, and I don't want to lose that...
I wasn't clear on that! I meant the damaged map would have cumulative damage. Again, the robbers start with a fresh house, but they might damage different things. The resulting damage would function the same as it does now (all accumulated upon robbery/murder), but the other changes I mentioned (continued salary) may make it even worse... that's good, right? Your house would be like a treasure filled crypt... looted over and over again, graffitied, worn down to a shadow of the original. This might be brutal, but the extremely hard to solve house can still avoid damage altogether.
You could do it where each security tape starts with the original house (this makes less sense) or starts with the correct damage, but that takes more space.
As for the tapes, I'd hate for the game interactiveness to be limited by something like storage constraints. If need be, perhaps just store the last ~10 tapes? That's realistic, right? You can only store so much footage after all. I'd be happy with text entries for the missing ones.
And a technical question: how much space do the tapes take up? The way I'm imagining it, you should be able to store 4 moves in a byte. Tool use would be appended and would be negligible. So a ridiculous 4000 moves (circling the perimeter over 30 times) would only take up about 1kb.
Hmm... though I wonder if some of this house scarcity stuff wouldn't just be solved by the one fix (preventing a successful robber from hitting the same house again until the owner returns). I believe that many of those $0 houses were brought to $0 by one robber hitting the same house over and over until nothing was left. Preventing this would leave at least something hanging around for other players to go after. Also, maybe if this were combined with all houses receiving salary (even broken ones), it could be a nice match.
Just those changes would help immensely, but one-time robbable houses would still be a limiting factor.
Perhaps a sandbox area could help new users learn the mechanics and more experienced users recreate and solve some of the higher end traps.
You'd be put in a blank house but with limitless money. If you die while testing it or reach the vault you'd be sent straight to build mode again...
To this point, you're describing the game as is. I've been saying this a lot: if you are a new player, don't get invested in your family/house until you learn the mechanics.
Your house IS a sandbox. You can start unlimited times over again. No one can rob it until you say so. You're limited to $6k, but there's quite a lot you can do with that. You can rebuild major portions of the top traps to understand how they work. I've done it several times.
The only thing preventing anyone from using the existing game as a sandbox is the emotional barrier that you can't lose your family or house.
Yeah, what you describe is one of the big problems with the game at the moment. I think it's mainly due to not enough players.
My suggestion for this was to automatically add NPC houses to make sure there is always something to rob.
I don't see that being solved by more players, since then there will simply be more robbers.
But you know, your idea is quite interesting. It would solve the problem that has been mentioned where everyone wants to rob a bunch of houses, but only provides a single house for others to rob. I'm not sure how those NPC houses would be generated though. Besides, it removes a fundamental part of the game in which you can only move up in the game (ignoring salary) by doing real damage to other human beings.
Still, the idea of providing more than 1 house to rob per person is attractive.
I have another idea on how to accomplish that: maintain all houses as robbable (and lucrative) targets. Instead of logging in to about 10 puzzles to solve, all of which are of course the most mind bogglingly houses left, you would get the full interaction of an MMO... thousands of puzzles. It would require a few small changes:
Reset each house every time no matter what, so there are no longer one-time robbable houses.
Continue to grant a salary to robbed houses.
Limit each robber to one successful robbery of each house, at least until the owner has updated it.
To keep the return home shocking for the owner, perhaps maintain a separate map that catalogs any permanent damage. However, the robbers see the original and solvable house each time (the only exception being family deaths). You may think it's weird that the owner sees a damaged house, while the robber sees the original. But it's no weirder or more arbitrary than non-permanent damage to a house: I blow up 8 walls of a house, leave, and the walls magically repair themselves.
There's the issue of house grinding, but the key here is you can't rob the same house over.
Players are still victimized... potentially many times in between play sessions!
To me, this knocks out a number of issues: not enough to do in the game, no viable targets for new players, and one-time robbable houses.
Yea, dalleck. I think if a change to blueprints does happen, that's the most elegant solution I've seen. It rather naturally distinguishes between maze and electric puzzle houses as opposed to my initial suggestion about high value->blueprint would only divide the houses after some time.
I think this house belonged to jearr, so I'd like to say sorry, but you had it coming. You robbed me in the first place.
Close. It belonged to jere. You know, I did have that coming. I was destined to lose everything at your hands.
You had a pretty complex little cat/dog system there. But, importantly, the area of the vital components was very small. So I recreated it and solved it quickly. I noticed you had posted just 10 minutes before that about your 2 'Sky' paintings, so I asked you if you were sure you owned them.
The funny part is, after robbing you, I was still left with that trap design and I thought I'd just reuse it as is. The rest of the house was a lot simpler as you said. Thus, the part I stole became a crutch. I KNEW that it was a liability... that if you ever came in, you'd probably rob me clean. ![]()
It's like I keep saying. This is an MMO where you can't make friends, but you can make enemies.
On the one hand, I believe "being victimized over and over" is actually one of the points of the game. On the other, I agree with what you're saying. The game seems like it's hard for new players, especially ones who weren't expecting so much focus on reading wiring diagrams. The "being victimized" part is important but I'm wondering if a better learning curve isn't compatible.
I've been making some of the same points. There's no clear solution, but it seems like a change to the availability of blueprints might have advantages.
But the game punishing you because you did something wrong building you house by destroying your house and resetting everything isn't a little pointless?
It makes the game incredibly intense. I can feel my heart pumping every time I do it.
I think the key to learning the game is to be OK with dying a lot until you get the hang of things. It's somewhat counterproductive to get emotionally invested in your first fews house. If you don't understand how something works, create a little test to figure it out; be willing to die to figure it out. Restarting and getting a fresh $6k is the easiest thing to do in the game.
I'm not sure what use electric floors are without switches though...
At the risk of revealing some of my techniques: you can use electric floors to dispose of pets. Cheaper than pits at scale! For example, you could have 20+ pitbulls guarding a safe and you have to get all of them to suicide onto electric floors before passing. I actually used this trick once to get to a pitbull guarded family.
I think the switch->blueprint idea is pretty clever, though I still think each house would receive a blueprint sooner or later. You could still make a really hard house with no switches.
Jason Rhorer is the Banksy of our times.
Are you sure you own those two paintings?
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Ok, fair enough. Clearly, running the whole thing server side is too costly.
Let me make one more comment and then I'll leave it alone. Ideally, we'd have zero cheating. But I think it's still worth having mazes/tension/trickery/information asymmetry even if there's the possibility of cheating using the current client simulation system. Here's why.
Cheaters would have it no easier than it already is. Honest players get the upside of mazes/tension/trickery/information asymmetry and new players get, unless cheaters are really rampant, some solace in being able to get by for a while with simpler houses. That first part is there regardless of cheaters. Even in the worst case, new players would simply be up against cheaters that would have as much knowledge as they do with the current build.
How do we stop expert players from doing this and "ruining" the game for beginning players?
See, that can't be considering "ruining" unless ruining also describes the current state of the game.
The only real downside I can see is if the false sense of security drives some players to build mazes that cheaters could instantly beat. But I'm not convinced they're not already building houses that can instantly be beat with blueprints (that's my concern here anyway ... we're not all blips, zeds, or ukukos).
There's also the nagging thought that cheaters have an unfair advantage. Maybe we shouldn't be bothered by this though. For one, you'd only be able to use this tactic on low value houses anyway. Also, cheating doesn't help you defend that money any better. So what if you spend all day stealing a bunch of money? You're going to be departed from that money rather quickly unless you play the defensive game legitimately. All you've done is make the game less interesting for yourself; you won't have anything to show for it. So all that makes me question the motivation behind cheating. Getting rid of the low hanging fruit (i.e. protocol print out) might be enough to dissuade most.
It's not necessary, but there's an interesting question about how to deal with cheaters if and when they do arise. I'm going to ramble about this idea I had even though I'm fairly sure it's doomed (feel free to ignore): honeypots. If a player thinks they see a cheater on a security tape, they could flag the robber. If flagged X times, a special honeypot house is shown only on the robber's queue. The honeypots would all be extremely complicated mazes or guessing games. A successful robbery on the first attempt, especially without using items would be a strong indicator of cheating. The fun part would be generating them randomly, Rogue style.
I'm thinking that we need a quick video to give new players basic tips.
That would be great. The most important part for me was realizing suicide was viable and getting comfortable with dying. Before that I kept thinking "how am I going to figure all this out without testing it?"
FPS deathmatch is much more brutal on new players... you're constantly beat down by experts. You hardly even get to play, and spend most of the game waiting to respawn.
Yes, this drives me crazy when I'm playing multiplayer games with experienced friends. To be fair though, a lot of modern online games have fairly sophisticated matchmaking systems. So you are usually paired up with players close to your skill level.
I'm not convinced that this game is as hard on new players as it seems to be
What I mean is that defending your house for any considerable length of time is hopeless without expert level play (e.g. an understanding of of electronic memory).
I mean, in the beginning, for your first few hours, you could fiddle around in your own house, testing it and dying, without ever being influenced by expert players.
Good point! I hadn't considered this because it's been so long since I was at that stage.
The value threshold shouldn't be safe content but building cost. Say it costs more than 10000 --> there's a blueprint.
But you could make a house that's impossible (without blueprints) for fairly cheap. And you could make a costly maze. The safe value is driven by how hard the house is to beat over time, which I think is the proper way to do it.
How do we stop expert players from doing this and "ruining" the game for beginning players? Maybe ignore this edge case? Ugg...
Yes, ugg! When I said massive rework, I was referring to switching to a snapshot being sent to the client for each turn. I don't know how feasible this is (server constraints?) and if it is feasible, I'm sure it's a bunch of work. But we're talking about a pretty huge payoff IMHO. The unmapped, maze portions of the game were really fun and tense. I suppose this would be a long term strategy and I don't know what your plans are for supporting the game over time.
Maybe you could make it so if a house does have a blueprint, it uses the normal client simulation mode and if it doesn't it relies on the server. More complex, but that might reduce the overhead.
But I'd be wary of having the criterion for mappedness being under the owner's control.
I think you're right. That might be a real problem. Also, I like a buyable map that eventually goes to zero because it matches other systems that drive at a house inevitably being beat (e.g. salary system).
In the last 24 hours, 125 people have visited their house. In the last hour, 8 people have visited their house.
Not sure how to solve this. I guess the game is somewhat niche? I've tried on 3 different channels to get someone to take my code and found no takers, which is a huge bummer because I think this game is amazing and deserves more exposure.
There!
It's not about the money. It's about sending a message.
That was pretty damn difficult though. I almost gave up several times. And I can't claim to have understood most of the wiring. It was a lot of trial and error.