Discuss the massively-multiplayer home defense game.
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The thing is, electronics aren't always the most viable defense. If you don't have a lit of cash, you can just make a complicated, convoluted maze. For example, in my past life my house had a maze where you had to not go straight at the beginning, since there was a pit there. After that, you found out there was a dog chasing you. Then, you had to go on the right path, avoiding going straight, through a door that locked you out, and then you had to solve a dog-based puzzle. Of course, some people just brute-forced in. What can you do?
The problem is, now, there's only a single page of houses. Mine is sixth, it seems, and it only has about $800. This may be because of the small number of people playing the game actively, as v9 makes it quite easy for any hose to get to $0.
Fair enough, cash flow seems to be adressed, even though there are still one or two "milking stations" that you can visit every 10-20 minutes to fill up on cash, but it's probably for the best.
Agreed. Some people leave their house on default settings, and since they never quite hit zero, they're listed still and still make money. Maybe Jason could make the game so if you leave the house on default, it doesn't get listed.
Ah... I just added a feature where as admin, I can search for tapes where YOU were the victim.
Do you need the email for that? Because my PayPal email is different than the email I signed up for this forum with. If you want, I can send you the other email address.
What I think might work is dividing house material prices by five (e.g: wood walls cost $2, steel walls cost $4, concrete walls cost $10) and keeping tool prices the same they're at now. What this would do is limit destruction for the sake of destruction, as the damage costs less to repair, and encourages house building over just going out and robbing. It also lets Jason keep all other mechanics the same.
I agree with bey bey that the crowbar is pretty overpowered. It just has too many uses over the other items, the vast majority of which only have one use. The only exception there is are guns, but they cost half of the starting money.
Every time he came back, he killed a family member so the damage he did would save (Actually, I think he didn't know that, since the first time he killed my son and almost got into the vault before sying to my pit trap. The second time, he brought ladders and finished robbing me. If he got me for $500, that means that for a while, I was the top house!
1. This game is extremely fun. I love it! From building traps to robbing others' houses, the entire game is engaging and never actually gets old, because of the user-generated levels.
2. It's hard sometimes to realize that there are real people behind the identical robber sprites. One player killed my daughter and broke my traps, before dying multiple times on easy to spot traps with two guns.
3. Some people want to kill my traps. One player came back numerous times, destroying everything with cutting torches. I think that house design has to be emphasized over tools, as he came back multiple times, destroying everything in my trap, before stealing my hard-earned $5000.
4. It's impossible not to get mad at the game. After the robbery, little by little I put my house back together. Then, I added a pit at the beginning. And immediately fell into it when testing
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5. Some players are just jerks. The same guy who destroyed my house killed my son (named Nathan...creepy) despite no reason or monetary value they could get for doing so.
i definitely like the idea of starting cash being materials only. $2000 is a bit of a shoelace budget
I don't know why people don't like starting with $2000. A lot of the cheaper houses can be solved easily with no tools, and you can make a good (albeit less secure) house for $2000. The way I do it is making the vault in a corridor, and having a bunch of challenges (mainly chance, mazes, and chihuahuas in corridors) that if solved right, open their own individual doors to the vault. I generally only start with one or two and keep adding on.
It seems odd that if you check into your house and decide to watch your tapes your house becomes eligible for robbing again. Obviously the inactivity timeout should still apply, but it's kinda annoying to wait ages to get back into your house, go watch a tape and get booted to the lobby afterwards because you're being robbed.
Agreed. If I was Jason (and knew how to program) I'd make it so if you watched a tape inside of your house, it would count as being inside your house. However, if you watched a tape from the menu, it would count as being in the menu (outside the house).
I agree that if you just stay on the doormat, the whole ditching belongings thing should go away. I also think that the new update combined with the new salaries makes the game a lot more fun, and effectively removes combination locks from the game. I can see Jason's original vision now. However, it's obvious that most of the low-value houses are meant so people can spend money on tools, and house design seems like an afterthought. As a result, my house has (at the time I logged off, anyway) about $1000.
I'm new to this game, and I've been having this problem too. My current strategy is to have a house that fits within $2000 and just leave it after that. Once, I did that and logged back on to a tape of someone spending way too much money to just destroy every block in my house. He commits suicide, and then does it again. A couple times, I tried to stimulate the economy by leaving a house with $2000 in it, but it hasn't really helped. For a while, my house was at the top, and I only had $5 in my vault. A possible solution for this is by keeping the starting cash at $2000, but the player has a separate bank account with $1000 and it accumulates interest as time goes on (10%/hour?). They can both withdraw and deposit into the account, with the condition that they must make one successful robbery before doing so. Once someone robs their house, or the person dies in another person's house, the money is transferred into the other player's vault and can be put into their own bank account.