Discuss the massively-multiplayer home defense game.
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This issue was fixed in v15.
This release fixes a few minor bugs, including an inconsistency in the way animals move next to dead animals. It also adds a visual status indicator for Ctrl-click (eyedropper) functionality.
A full list of changes can be found here:
Well, 1-6 in that list are all the same account.
7 is a different account, but I don't see signs that these accounts are related.
Well.... you know, I'm just an upbeat kinda guy, and I have a dark sense of humor. I tried to let my voice fall a bit in that video when he comes home to find his wife killed and vault empty, but I could only make that down-tone last for a few seconds.
But yeah, lots of people are surprised by this. Because of my games, they expect me to be all gloomy. Like, you know, I bought a mausoleum in a graveyard and live there or something!
When I was growing up, my father was often worried about dying, and one year, he had a particularly worrisome health concern (which turned out later to be a false alarm---he's still alive and well 25 years later). At the breakfast table one morning, he announced, "Kids, I'll be dead by Christmas."
To my sister and I, who both have a perverse sense of humor, this brought to mind a coffin under our Christmas tree with a big red ribbon on it. Merry Christmas, Dad's dead. We were literally rolling on the floor laughing about this for years, whenever we'd think of it. "Kids, I'll be dead by Christmas." And we still laugh about it to this day.
I don't think most people get it. Well, maybe it's a bit Python-esque ("Bring out your dead!"), so perhaps we have some company....
Hey! And Kotaku picked this up:
http://kotaku.com/this-game-makes-you-w … -871956472
So.... there should be 67 new people playing the game today, so far....
Yes, I officially have a one-button mouse here that I use every day.
I also believe that all functionality should be on the screen, and nothing should be hidden or invisible. All Right-Mouse-Button to pop up a hidden menu stuff violates all the old-school Mac HCI research. Granted, Apple eventually conceded on this issue themselves with the advent of control-click for hidden menus. However, I think in almost all cases (maybe both Mac and Windows), the same functionality is available in visible places on the screen elsewhere (and the hidden menu is really just a short-cut for those same features, for power-users).
What we're talking about here is TRUELY hidden functionality, where Ctrl-click does something that can't be done any other way...
I've already broken the rule, and clearly it bit me, because most people don't know that it's there!
I've thought about addining some kind of "eyedropper" button where the next click after will pick up a tile (and then the tool-tip for that button would explain the Ctrl-click, and the button itself could pop up and down as Ctrl is pressed and released).
Yes, you can still shoot drugged dogs with a gun.
Yeah, I see that Thurber tape!
It's a bug.
Part of it is that dogs that are together stay together, even after the closest one is killed. That's not a bug. But he's also able to lure them south right next to the dead ones. Hmm... looking at the code, I don't see what's causing this. I'll have to play around with it and figure it out.
Will be fixed soon!
Also, in cases where there's still a tape showing something, you don't need to send me the recording. Just give me the name of the robber and other stats that identify the tape. I can look it up just fine in the admin interface (even later, after you die, the tape is preserved for admin view for a while).
This was changed to prevent tool-dumping across multiple lives.
If you know how to reach the vault, you can buy $2000 worth of tools, dump them in the vault, and the kill yourself at home, and repeat. Since you die at home, there's no chill put on the target house.
So, now tools are only added to the vault when you die in the house (where a chill prevents you from repeating the process more than once per hour).
Herb, not sure what you mean by "tool pile," because the tools are added to the vault.
Yeah, this is an issue that will haunt me forever, it seems. Dying while editing and testing your own house.
This is where "commercial potential" and "aesthetic potency" butt heads. Making something that attracts and keeps as many new players as possible involves "sanding off all the edges." Edges catch some people and cut a few others. You don't want to cut anyone, 'cause that will make them walk out.
But the edges are what make something interesting.... they're what differentiate one thing from another. Otherwise, everything is just a sphere. Easy to roll. Easy to swallow. Plunk.
I just heard an interview with Refn about his new film Only God Forgives. Ah, here it is: http://www.cbc.ca/q/2013/07/18/preservi … vinterberg
Anyway, at Cannes, half the audience cheered, and the other half walked out. Is it a good film or a bad film? Certainly not a commercially-viable film.
In the case of dying in your own house, there is a careful way of playing where this doesn't happen. Yes, that's not obvious at first, because we've all be trained by a lifetime of video games that there are no real consequences. We're accustomed to behaving carelessly in video games.
There are a few concessions in place, however. This is NOT supposed to be a game about shaking fingers causing you to hit the wrong key by accident. It's supposed to be a game about assessing and managing risk. On purpose. Deliberately. So, when you die, it should always be because of a bad choice. It should be due to impatience and haste. It should be clear how to prevent that kind of death next time ("I should have practiced more," or "I should have tested with indicator lights a bit more"). One of the recent releases even has a safe-movement-mode to underscore this.
I think that every permadeath game takes some getting used to. You have to learn how to play in a new way. You have to learn what to care about, and how the game works. This is permadeath in a new context.
All that said, the editor should not be annoying to use! I've put a lot of effort into polishing the mouse controls, and adding eyedropper support (which may not be obvious to some people----Control-click!). Maybe more polish is needed here, and I'm open to suggestions.
But it sounds like some of the complaints involve the limited view while working on your house. This is partly caused by the need to walk around your house while editing, which requires that you never fully box yourself in. This behaves differently from any other "level editor" that I've experienced. Most give you a god-like view from above.
This editor places you in the house, interacting with the contents of the house as you build it. It intentionally has a different feel.
Yeah, the death counter includes ALL robber deaths, both those that died on tape, and those that timed out (or quit the game) before the robbery ended properly.
As you all know, this leads to them being auto-killed by the server, and that counts as a death in your house (you know, if they quit mid-robbery, it was probably out of disgust because they were trapped).
Of course, when they quit or timeout, their move list isn't submitted to the server, so no tape exists for this kind of incomplete robbery.
I agree that the stat is confusing, though.
Well, I realized that I need to make a video about the game first (so that people who become interested in the contest can quickly learn about the game). Making a video takes a ton of time.... still working on that right now!
Hmmm.... can you clarify a bit? Not sure exactly what kind of info display you're asking for here.
You can only place things without cost if you put them back exactly where you erased them from (so that removing and adding the same wall in the same spot doesn't double-charge you---this makes editing more care-free and fluid, so you don't have to keep one finger on Undo the whole time).
The exception to this is animals, since they can be freely moved around by erasing and replacing them somewhere else without cost.
Yeah, this was fixed in v14 anyway.
I noticed that the cost-balance would update to correct itself once your finally placed another object (like a wall or something).
It was just that the cost-of-changes wasn't being recomputed when "mandatory" objects (vault and family) are moved.
Cheating is harder now that the maps are encrypted in the protocol.
Before, you could just copy-paste into CastleFortify, even with an un-modded client.
Ahem.... the saw has a wooden handle, see?
In v5, the rich were invulnerable forever in their 24-bit combination lock houses (backpacks only had 8 slots, so even the rich couldn't rob the rich).
There was one point where every painting in the game was held by two people, and a full week went by with 0 paintings in the auction house ever!
Yes, applies to all animals.
Animals that are following you will step next to dead animals if that step brings them on top of you (both pit bulls and chihuahuas do this---the pit bulls are too hungry to resist, and the chihuahuas are too excited to resist when you're that close).
Err... sorry, but the buttons were visible through the windows anyway, right? I didn't think I was giving anything away. Just to be safe, I'll remove that image from the forums.
This release features a seemingly-minor change to animal movement (animals avoid walking in the squares adjacent to another dead animal, unless attacking) that has a huge impact on the game (a dead animal's body can no longer be used as a safe spot from which to lure and club other animals in many circumstances). This makes pit bull placement much more tactically rich.
A minor bug with house change cost computation has also been fixed.
The new animal movement requires that all existing house security tapes be cleared, because they are no longer consistent with the latest movement rules.
Also, regarding multiple robbers in the same house.... well, I'd love to see that mod! ![]()
Yeah, a tool only affects the tile that it's applied to in the current engine. So, it can't affect the tile that you're standing on when you cut a wall.
I see 10 active houses at the moment.
32 active players in the past 24 hours.
53 active players in the past 48 hours.
174 active in the past week.
570 active in the past month.
635 active in the past 2 months.
Yes, it has something to do with not enough active players.
However, the latest update did make it worse, because it made the conditions under which a broken house still earns money more strict (now it stops earning after two TOTAL vault reaches, where it used to stop earning only after two CONSECUTIVE vault reaches).
Before, a house could be robbed many, many times, as long as there was one "walk-out" between each vault reach. Now, a house can be robbed at most 3 times.
There were more houses before, but most of the extra ones were broken houses that were hanging around and being milked over and over.
What we have now is a more realistic picture of the active house population.