Discuss the massively-multiplayer home defense game.
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There was in fact a fellow who was doing a lot of map-peek cheating recently. I have dealt with him.
I just posted this today:
http://cordialminuet.com/hackingChallenge.php
If anyone can win this, I imagine that a Castle Doctrine player can.
There will never be a buy button. :-)
Once the game is live, it will be available for everyone to download, but you have to deposit money into the game in order to play against someone (you enter your CC directly into the game interface, securely).
So, you can only play the game for real money (no pretend money games), but the smallest possible game buy-in is 1 cent, so you can learn to play with low risk.
The game is fully playable and functioning now, albeit with placeholder graphics. I've been testing it with a few local friends (and winning/losing money in the process).
I'm not sure about the ETA for more broad testing.... a few months at most.
Here's what I've been working on...
I just got an email from a new player who "could not rob houses anymore."
Seeing that there are only 31 robbable houses, I'm guessing that she died in all 31 houses within the past 24 hours, putting a chill on all of them.
Back in the days of 600 houses on the list, this would likely never happen to anyone, and the chill timer of 24 hours was a good fit for a house list that big.
I just reduced it from 24 hours down to 2 hours. That's still enough time where you won't be able to repeat-grind a given house to death, but not so long that you'll run out of things to do in the game.
As you hopefully know, I have my head down, busily working on the next game. If you have any thoughts about this chill timer change that you think I should see, please email me: jasonrohrer@fastmail.fm
Jason while you are making these non-update changes, could you make a sticky post or something that always has the current bounty values and other variables in it?
Done:
As requested, here is a list of current server settings that are not visible in the game client:
Maximum robbery time: 20 minutes
Chill timeout: 24 hours of listed house time
(How long a house stays purple after you die there or carry tools there and die elsewhere.)
Force-ignore timeout: 24 hours of listed house time
(How long after you steal from a house until you can see the new-life house of that owner after the owner dies and respawns.)
Vault bounty timeout: 24 hours
(How long after reaching a given house's vault before you can get more bounty put on your head for reaching the same vault again.)
Player starting bounty: $100
Bounty increase after vault reach: $500
Bounty increase after murder: $200
Jeez! You folks found the major hole in the general idea of a "big pending bounty building up on a house."
Yeah, you could harvest this pending bounty with an alt account (so the alt robber has a huge bounty on his head) and then kill the alt robber in the main house to give that bounty to the main. I can imagine this being really tempting for owners of top houses (why let this built-up money end up in someone else's house?), especially as time passes and a breach starts to seem inevitable soon.
The super-simple solution of reducing the murder bounty to at or below the cost of murder ($200) is interesting... Might as well just buy tools with the alt and dump them in your main account (for $1000 in value) instead of trying to build up a bounty. Already, vault-reach in a dead house to build up a bounty isn't worth it, because it requires at least one tool-dumping death in the dead house first to make the vault reachable again, which is $2000 wasted, and you only get $500 bounty for hitting a vault.
So, I'll do that for now and see what happens. Best to keep it as simple as possible.
I like some of the formulas that you folks came up with here!
Following Cullman's already-scored thread-hijacking, the ability to use abandoned houses as chill-avoiding wealth-transfer points... this is an issue. If X such dead houses are available, that would mean $X thousand in free money per day from a single alt account. Cullman, your solution would work, but I'd rather have something simpler in place...
Hmm... or just "your bounty goes up by $X one time if you're a murderer"... but for now, this brutal game world doesn't care about murders.
I'm not so worried about bounty increments being lost when a house is fixed up by the owner. The people mainly concerned with bounties should not be the robbers looking at a house, but the owner looking at tapes. "Oh, my house is killing a lot of top robbers and getting me some huge bounty payments."
"Bounty" should never enter into a robber's decision to rob a given house (a robber having a huge bounty on his head is of no concern to the robber, really.... [except in a world with dual accounts]).
It could be as simple as this:
A robber with bounty B comes into a house and dies.
The owner of the house (the vault) gets a bounty payment of $B.
The "pending bounty increment" on the house, P, gets +B.
A bunch of robbers come through and die, and they have bounties on their heads of b1, b2, b3, etc.
The owner receives a total of $B + $b1 + $b2 + $b3 etc.
The pending bounty increment is raised by B + b1 + b2 + b3 etc. Call this P.
FINALLY, a robber gets through to the vault. That robber's bounty is increased by P, and the house's P goes back to $0.
Wherever that robber finally dies, the owner will get $P, and the bounty increment on that house will go up by P.
Obviously, there is a huge snowball effect here, so that won't work.
I think there needs to be a fraction factor, like q = 0.5, that is multiplied in.
P = q *( B + b1 + b2 + b3 )
So, while the owner gets the full bounty payment for each death, the house's pending bounty increment P only goes up by a fraction of that.
As the pending increment P is passed from house to house by a robber gaining it through success and then dropping it through death, it will shrink down to nothing. But the primary effects, at the first step in the chain, can be quite large. Thus, a huge reward for "killing a very smart robber," but less of a reward for "killing a robber who was successful immediately after that very smart robber died".
Yeah, so someone with an alt account would "waste" a lot of tools robbing a not-broken house because there are a lot of deaths built up there, to nab the bounty and dump it into the main account?
I wasn't saying +$100 per death on the house on the head of whoever gets through. Right now, hitting a vault increments your bounty by $500 no matter what. In the new system, the average should be about the same... you know, so maybe it's $5 per person who died before you. So by breaching a 1-death house, your bounty would go up by $5.... a 1000-death house would make the bounty go up by $5000.
Wait... so... what if I build up a lot of deaths in my house.... then that house because valuable to me to use with alt accounts, right? I can leave the house sitting there, and never fix it to clear the deaths. Then have one alt dump a $100 tool in there (so that the vault is robbable again). Then rob the house with the second alt to put a huge bounty on the second alt. Then have that second alt die to dump the bounty wherever I want. I can wait until tomorrow and do it again.
So... maybe it needs to be "number of people who died in the house since the last bounty was placed?" You know, so each time the vault is hit, the "bounty to be added" goes back to 0. Reaching the vault gives you whatever bounty increment is waiting there and then resets it back to 0 until more people die in there.
Maybe "money you had at home when you died" is a good way to measure it.... a good measure of "killing a good player." But it would also be rewarded for killing a good house-builder (I want it to measure good robbers, mostly, to fit with the thematics of a bounty---built up for crimes committed). Still, money at home can't be easily manipulated, and it's thrown away when you die, so you'd have to burn money to inflate a bounty (might as well direct transfer it instead, if that's what you're trying to do, right?). What if bounty is 40% of the value you have at home when you die? Then, if you're trying to exploit bounties with alt accounts, what you'll make will be less than just buying tools and dumping them in your main account.
Still, I'm not sure about this.... would be better to find a good measure of a "skilled robber somehow.... hmm... maybe when a robber dies in the house, the home-owner gets a bounty payment (as usual) AND the bounty-increment of the house is ticked up too. So if a bunch of "good robbers" die in that house, you must be a really good robber to get through, so a huge bounty should go on your head. If a bunch of bad robbers died there, it's not such an accomplishment to finally rob it, so very little bounty is put on your head for succeeding. It's like, robbing Fort Knox gets you a huge bounty (so many of the brightest minds have tried and failed)...
ANYWAY... just to get the ball rolling, I've turned off bounty increments for murders.
I agree about counting the number of people the wife has killed... that may work its way in there too at some point...
Cullman has been doing some thinking and experimentation over the past few weeks, and it seems like bounties are a bit off in terms of what they're supposed to be measuring. This seems like it might be the last "free money" loophole in the game.
The first issue with bounties is that they are "sleeping money." No one in the game can see a huge bounty that has built up and is just waiting to drop (not even the person on which the bounty is riding). That bounty can rest forever on an account until the owner of that account decides to kill the character in someone else's house and drop the bounty there. When that happens, there can be a sudden, huge injection of money into the game. A low-level house can suddenly jump to the top of the list.
Obviously, someone wielding two accounts, one with a huge bounty riding, can wait for a great moment and dump that bounty into their other account. That money is hidden and protected from other players until they pull the trigger---this sets it apart from other dual-account money-building strategies, where the moneyball is always at risk of getting pinched by another player. If you're waiting to drop a bounty, you can wait out a chill or whatever else you need to wait out. There's no chance of another player stealing the pending bounty from you.
This is an unavoidable side-effect of bounties, and not something that should be corrected on its own. But, if bounties are "easy" to build up, their hidden nature makes them even more powerful.
They should NOT be easy to build up.
What bounties were supposed to represent was "good players." If you build a house that tricks someone who is rarely tricked, you should be rewarded with a big bounty. If you build a house that no one but a throw-away life will die in, you should get much less.
So, someone who has robbed a lot without dying is flagged as a "good player" who should be hard to kill. Of course, the current system doesn't determine how hard that string of successful robberies actually was. Hitting an empty house gives you just as much bounty as hitting the top house in the game. We currently count the number of successes and multiply it by a factor to compute the bounty.
But we could construct a better measure of what a "good player" is and only build up bounties on players that match the better, more strict measure.
Cullman was suggesting that it should be based on the amount of money stolen.... that's a start... but it won't help for the 2000 0 0 houses. Do enough of those, and you can still pump up your bounty without skill or risk. I mean, it could also be a formula where you do [(amountStolen - 2000) * factor], but that would eliminate bounties for "really hard houses" that have less than 2000 to steal. I mean, obviously if you break a 50K house, you should get a big bounty... well, unless it is a patsy house that just had money dumped into it. So, value stolen really isn't a good measure.
What about "number of people who died before you got through?" Is that a better measure of skill? So, for a "bait" house that only had 10 people try before 50K was dumped and then stolen, it wouldn't result in a huge bounty (even though 50K was stolen), because it wasn't actually a hard/tricky house.
So, with this system, you'd gain bounty for "tricking people who have not been tricked by other tricky houses." Well, that's what we'd be trying to approximate.
Something like: new_bounty = old_bounty + [number who died before you] * factor
That means that if you rob a house with 0 deaths, you'll get 0 added bounty for it, not matter how much you steal.
And the only way to "fake" a high bounty is to have a bunch of alt accounts go and die in the house first, which seems like it wouldn't be practical. With one alt, chills will only allow you to do this once every 24 hours.
The other issue is bounty for murders, which is thematically nice, but a real mess gameplay-wise. Yeah, we can measure how hard the vault was to reach (how many people died), and maybe how hard the wife was to reach (also how many people died trying before you killed her---but you can't really measure that, because it's mucked together with vault-reach deaths). But there's usually not gameplay motivation for killing kids... maybe no bounty for killing kids? That just seems thematically weird. Maybe no bounty for killing at all?
Thoughts on this? Am I missing something here? Will making "people who died before you got through" the bounty factor fix this?
(Also, there are still other things that can be done with two accounts, like sharing risk and information, that will never be fixed.... the money holes are the big problems).
I'll weigh in on this very long thread here:
I don't WANT anyone to use dual accounts. That's not the way the game is meant to be played. In fact, if you're using dual accounts, you're really robbing yourself (of the intense emotional experience that the game can offer). I've never used dual accounts myself when playing.
That said, there's no way to prevent people from using dual accounts (or friends from helping each other) if they really want to.
There's also no way to sort "paranoid reports" of suspected dual account usage from the real thing. So a "report" button would jus generate a lot of noise.
Some people here claim to have discovered a simple way to prevent dual accounts. I certainly may have missed something. If you're onto something simple (that can be explained in a paragraph or two, not convoluted), please email me: jasonrohrer@fastmail.fm
For those of you wondering about the status of the game:
I've worked on it for more than two years and put out 35 revisions during that time. I see it as "done" at this point. As far as I'm aware, there are no known bugs, and the game has gone through extensive balancing work.
Yes, I have moved on to working on game number 11 now, but of course I will continue fixing bugs as they arise in The Castle Doctrine (I do this for all of my games).
Yeah, this was fixed several versions ago....
Well, sadly, there's nothing that can be done about dual accounts.
All multiplayer games are vulnerable to dual accounts, or friends cooperating unfairly. Even online poker has this problem. If we are friends, and we tell each other our hands in a holdem game, we have a huge advantage over other players at the table. This happens in real life poker too (secret teams of players who signal to each other have a huge advantage over others at the table).
That said, early on, we did a lot of work to close any "free money farming" loopholes connected to multiple accounts. Most of the remaining issues involve information sharing between accounts (or even between friends). I think some people are not aware of exactly how difficult the world has been made for multiple accounts already (like, if your second account dies, you can't see its new house for 24 hours, etc.).
Really, there's no way to prevent people from taking advantage of information sharing. Even if I somehow blocked dual accounts (impossible without a lot of collateral damage), friends could still email each other, or even call each other, to share information.
All that said, please be nice to each other in the forums! ![]()
Yeah, when this happens, I sweep in and delete the users, which deletes all their posts. People have emailed me whenever this happens, which has been really helpful. Please keep emailing me! jasonrohrer@fastmail.fm
Also, unfortunately, these guys are humans, so there's no way to automatically block them...
We could "quarantine" new users into a separate forum where they must reside for X days before being allowed to post in the main forum, but that sucks too... I want new users to be able to ask questions right away!
Well, I'm not so worried about the above scenario, because it still requires SKILL in defeating the C, D, and E houses which are not colluding with A and B. The method you describe involves exercising skill, and skimming a little bit of extra money out of that skill (the bounty) than would otherwise be possible. But to skim more money (from D or E's house) requires more skill to be applied, and more risk too.
All of my effort has gone into any skill-free and risk-free method of making unbounded money in the game. Like, ways that A and B could go back and forth with each other, without skill or risk, and build up lots of money.
You could say, "Yeah, but, what if C, D, and E are in on it?" I think the difficulty of operating a collusion pool grows super-linearly with the size of that pool. Or even if you're operating N fake accounts yourself, that still costs N times as much money as one account...
Right now, the only way to gain an unbounded amount of money in the game without skill is:
1. Collude with an unbounded number of other people.
2. Wait for an unbounded amount of time (for chills to wear off, etc.)
Or at least, it should be that way... I'm looking for loopholes that violate this assumption.
One of the people who won the contest was a woman. Stick that in your pipe and smoke it!
Yeah, I think the OpenGL headers have moved in later versions of OSX. I'm building on 10.5, which I think had them in an OpenGL/ folder (this is not standard, usually they are in a gl/ folder).
So, I created minorGems/graphics/openGL/glInclude.h to deal with the mess of finding the OpenGL headers.
You'll probably have to edit that file in the $ifdef __mac__ section to tell it where to look for those headers. Maybe just remove the OpenGL/ part... maybe <gl.h> and <glu.h> will work?
Yeah, really, not cool DaVinci243.
Please stop.
Wow... double ouch that everyone got access to the admin account....
This is a blunder to top all blunders.
But I think it should be fixed for everyone now.
Yeah, I really screwed up today for Windows Steam users.... ![]()
I just posted an update that will hopefully fix the problem.
Change log here:
Okay, I changed the question a bit, and made it a bit harder.
I wish there was another, more clever way around this.... hmm.
So... I tried a captcha thing before (when I first launched the forum), but it didn't work!
Why? Because these spammers are HUMAN.
Well, at least the people creating the accounts are human.
So, the only way to stop them was to make it too much of a pain for a non-TCD human to get through. These human spammers want the most bang for their buck. A captcha is fine.... having to go out to the wiki to look up an answer actually stopped the spam cold!
Well, until now.
You mean automating account creation?
It would be pretty easy to write a little PHP script that lets people type in their email address in a form and "create account."