Discuss the massively-multiplayer home defense game.
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Yeah, sorry... details are in the other thread.
But I screwed up big-time here. Fortunately, I took a backup this time right before screwing up! So the world only rolled back 5 hours.
Okay, it's fixed now. Please keep an eye out for any more strange behavior concerning salary and money.
And thanks to everyone who spotted and reported this to me so quickly!
Sorry for the trouble. ![]()
Okay... there was a typo in the new pay-update behavior.... a bad one!
Turns out anyone who had no living spouse at pay-time not only didn't get paid, they lost all their money.
Unfortunately, this wife-holding-money change affected loads of lines in the server code, making it really hard for me to figure out which cases needed to be tested, and I neglected to test this one.
Restoring from the backup that I made about 5 hours ago....
Yeah, something is broken here.... fixing it now!
A server-side change:
Your wife now holds onto her portion of the money (and her incoming salary) between your editing sessions, even if your vault gets reached. So, your vault will be be totally empty after it is reached once (until your next salary payment), so robbers cannot whittle away at your money by easy-reaching your vault repeatedly.
Whenever you come back to edit your house, the money is again evenly divided between vault and wife.
This means that a house that shows $4000 might have $0 when you reach the vault (the wife has all $4000, and there used to be $8000, but a previous robber stole half of it by reaching the vault).
Raisane.... but do you want people to know that your vault is empty? Better to *suspect* that the wife is hiding somewhere in the house, after being disappointed by reaching an empty vault.
Yeah, the idea is that the dog would follow you from all the way across the map, through 30 walls, once it has seen you. But it has to see you before it starts this behavior (before that, it stands still doing nothing).
Momentary pressure plates are not compatible with the way the transition engine is implemented, unfortunately.
Well, the killed part is something you can discover by walking around your house. I really want to preserve that "oh no" moment.
It is weird to see that earnings report and then find all of it gone, for sure.
Giving you a little something to repair your house with? That's what the SPOUSE is supposed to be for. So, I don't want to duplicate that functionality.
If the spouse is not working as-is, that part needs to be fixed. Even if she's well-protected, people can still whittle away at your money by hitting the vault over and over. Really, that doesn't make much sense. It's like, after each robbery, she runs back to the vault and puts half of her remaining money back in there???
So, maybe she should hold half of your money after your most recent edit. Then, after that, she keeps that money, no matter what happens to your vault. So, after your vault is hit, your house might still show $4000 on the house list, but, reaching the vault again will give the robber $0.
Hmm... but can't he walk past some windows on the way to the family, "turning on" various animals back there, which would then run around behind the scenes and open doors behind the robber as he nears the family?
Pit bulls behind one window are dangerous, right?
Also, the brick can only reach 5 tiles, so I think a cat behind a window could still be "safe" in many circumstances.
Yes, it would make this kind of house design much knottier, but knots are good.
The big change here is that animals won't be able to move invisibly deep in the bowels of your house.
It was a very cool moment, back in v3 or something, before the alpha, when we discovered that emergent property. Like, whoa! Look at this fiendish black box that I just built! But for a new player, it was always like... um, is that a bug? How is that possible? There are even a few video reviews where the reviewer is totally puzzled by this kind of invisible, off-screen behavior. Now at least you'll have to lay eyes on the culprit animal before it causes trouble....
I just made the following change server-side:
A robber's backpack contents are now discarded upon leaving the target house or reaching the vault. Backpack contents are only added to the vault when a robber dies in the house. Experimenting with this as a solution to the multi-life tool dumping loophole.
I've recently seen people dumping $2k of tools in one house across multiple lives by reaching the vault over and over with each life. Granted, this can only happen in broken houses, so it's not as common as it was before. But it was still a problem.
Wait a minute....
If a cat MUST step on buttons behind a wall to open trapdoors or whatever, so as the robber you MUST see in through the windows and let it run to do it's thing.... and you break the windows with a brick and then kill it, well, then it doesn't do it's thing, right?
I mean, I know that you could go in and step on buttons in place of the cat at that point, but I can think of several devices back there that would make that harder to do (one way gates that the cat would have run through but would trap you in there, etc.
Anyway, most of the magic-dance style traps are not just based on an animal doing things behind the scenes that you wish you could stop, as the robber.... but also the animal doing things that are necessary for you as the robber, right?
This released fixes a minor bug in family death tracking (family member death was not registered until one step later in v10, causing several unexpected results) and adds a tape length statistic to the list of security tapes.
Oh, man! I guess I didn't scroll down enough in your current tape list to see those. Sorry about that.
To make matters worse, I replied in the wrong thread!
Anyway....
Yes, I do see what you're talking about now. Does look like Noland dumped tools, and Coleman got them. Funny thing, though, is that Coleman was a different player! That was about 20 seconds later.... so, another player nabbed them.
Then 20 seconds after that, Noland comes back as Gilmore and dumps more tools. Then comes back as Rodriguez, Rice, and finally Wolfson, dumping and grabbing a bigger tool-ball each time before stopping.
Funny, though.... after all this, Coleman comes into Wolfson's house and steals the tool ball!
Still, it looks like this kind of tool dumping in a broken house is worth doing, generally. Also, it's a bit weird to dump tools in the vault at the end of a big robbery and know that you can just waltz back in and get them later (though that does prevent vandalism somewhat, because you don't want to waste tools).
One fix would be if tools only build up in a house upon death of the robber. When you reach the vault, all tools left over are ditched. That would prevent any and all quick-turnover tool-dumping.... Essentially, there should be no "get rich quick" grinding loophole of any kind.
Okay, in that case, I see Boone coming in with way more tools than he needs (but who knew? The house hadn't been explored yet), and stealing $95 after ruining some electric floors.
Then you repair the floors, which scares Coleman away and kills Lara and scares Braddock away.
Then you steal a bunch of money. Then you're gone! Did you die in a self-test?
So, no dumping there.
Maybe what you're recalling is the end of your life in the top house that was beaten by Taber? I do see some stuff that looks like tool dumping there (where they may dump tools in your vault by reaching it, and then go home and suicide, and then come back to get the tools). But that kind of dumping only works if you can easily get to the vault, which is less of a problem.
I'm being very careful not to keep tweaking the game to "defeat" the latest annoying security patterns.
However, an idea came up that makes a lot of thematic/logical sense, and seems like it would increase the tactical richness of the game.
What if animals behaved a bit like family members, in that they remained frozen in their position until they saw you? Then they would start moving, using the current movement rules, and remain in motion after that. So, a cat would sit there until it becomes visible, then run away from you forever. A dog would sit there until visible and then chase you forever.
This would add a new usefulness to windows (which are currently only marginally useful for triggering a safe family escape, and otherwise mostly decorative and psychological). It would also somewhat weaken the pure "magic dance behind concrete walls" style of house. It would still be possible, but it would have to have weaknesses here and there where the animals would have to be seen in order to start dancing. You could imagine a cat running away and closing doors behind it, for example.... pretty cool stuff.
What do you folks think? Any major weaknesses in this idea?
I know that many people suggested something like this over the past few months. It took a while for me to come around to it, but now it's sounding better and better.
Hmm.... well, that would mean they still might hear through 10 concrete walls? I dunno, that seems too finicky to me. Right now, the whole map steps every step according to the same rules. What you're suggesting would mean that the on-screen portion of the map (even the invisible parts) would step separately from the off-screen parts.
If I was going to do it, I'd have them only move when they can see you. Or at least start moving when they see you (like the family) and keep moving after that. Then, you could still have a magic dance type thing, but it would have to involve at least some windows to kick it off. That would leave a somewhat open path into the magic dance area, which would be like "following the wires" for a combo lock.
Hmmm.... that's sounding better and better!
Though.... it seems like this would require a full-world reset.... because houses like Taber's would become suddenly unsolvable with the new behavior...
Hmm... not seeing that for your current house, Bey. I see about 8 tapes, with people carefully poking around with minimal tools, avoid death at all costs.
Maybe that happen in your previous house?
Also, the Taber robbery of your house is interesting... at first, I couldn't figure out why he was "burning" his tools near the end. Then it seemed like he was making an easy path to your vault... maybe so he could come back for his remaining tools? But then he continued to burn more tools!
That seems sub-optimal to me. Optimal would be carving the easy path to the vault and keeping as many tools as you can to dump in the vault, then coming back with no tools to get them. Maybe he was "tilting" a bit there (as in poker tilting).
The idea of animals only moving when they see you would certainly eliminated magic dance security.
However, there would still be combo locks. And regardless of what we eliminate, "one right path or die" dog mazes would always be possible.
So, no matter what, someone is going to be able to make security that requires exponential time to actually solve. This was the realization that we came to over time, all the way up through blueprints (which revealed everything, but still didn't eliminate magic dances completely).
We could try stamping this or that out, and stamp a lot of it out. But then some other technique would rise up to take its place. Might as well keep the variety, in that case.
Essentially, if there are always going to be some houses that require cutting through, in practice.... one of the coolest houses to cut through is a magic dance house, where you peek into the secret room and try to figure out how it's working.
The other thing is that a simple magic dance is under-powered against a rich player. You know, if there is a straight trapdoor path to the vault, enough ladders will safely cross that. A more mysterious house with more uncertainty will be more risky for a rich player.
There is the fear that one house type will rise up and be the only viable type. I think that tool price tweaking can help to prevent that over time (make ladders cheaper, for example, until some other house type is just as good). I don't think we've seen enough yet to know one way or the other.
Hmm.... again.... wow, having "donald von bakerson, 4:23am" written down on your desk is pretty awesome....
You know... what would someone think if they saw that slip of paper?
Also, having a timer ticking there would be thematically weird---I did consider it.
It's an hour, which is pretty easy to remember... a nice round number. And not having a timer ticking there makes it a bit more mysterious, like a magic spell or something, where you're watching a real-world clock outside the game instead of spamming the reload-list button watching an on-screen number tick down. Also, the "hour" part is NOT explained in the game (and might change!). So for people who don't know, chills will come and go mysteriously. Maybe after some experimentation, they can figure out that it's an hour, and then it really is like some kind of occult discovery.
Contrast this with the auction timer, which actually has a realtime display ticking down---but that's obviously not supposed to have an occult, mysterious feel to it. It's an auction. Cut and dried.
Also, Largestherb, can you explain what it is that you don't like about the chills? This is the first complaint that I've heard about them. Most people were so worried about tool dumping and try-again-try-again robber spamming---it seemed like a fix really was needed.
Hmmm, yeah, if that happened, then it's a bug!
I just tested it, and it doesn't seem to be working that way on my end. If you ever catch it again, please send me the recording!
I've seen this happen sometimes too. Sometimes, I've even traced it to the server itself being slow (not a network issue). This is running on a VPS (virtual server running as a slice on a shared machine), so it could be the case that load spikes on other servers on the same machine might slow our server down. My hosting company claims that's not supposed to happen (each server is supposed to be isolated from the load of others), but they've never been able to explain these periodic slow-downs.
The other problem, of course, is that it's so sporadic that it's really hard to catch. By the time I report it, it has usually already cleared up, and then it's too late for them to investigate (they can poke around at logs, but that doesn't help much).
Oh, yeah, because after the owner changes the house, it resets.
I was worried that, as a house changes over time, those stats might fall out of sync with the current state of the house.
Well, a well-protected wife will (as you've pointed out) preserve half of your money if you get robbed.
Your vault must have a weakness (you must be able to reach it with no tools), but the rules for the family are different (you don't have to reach them during self-test at all, but they have to have an obstacle-free path to the exit---meaning also that you can reach them in build mode).
Killing a child causes the wife to run to the child (so if you fail to protect children, the wife will become vulnerable too). Also, any family death causes the house state to save.
Now, after your family is totally gone, obviously, the game changes for you somewhat.
But, given that player #2 in the game right now (Black) still has all family members alive.... well... they're clearly not that much of a liability. Even after the vault is hit for Black, he will still have $5K left to rebuild.
Especially now that money is harder to come by. Not protecting them at the start of your fresh life will mean you get totally wiped out.
I fully understand the desire for customization. But I'd never want icing to be the reason you keep playing one of my games.
I'd rather fix and balance it so that it's way more than just tag. So that people say, "You know what, this game has no icing, but it doesn't even need it, it's that good!"
The FPS multiplayer example hinges on realtime reflex and tactical skill among players. It's the same reason you never get bored of basketball.
This is a bit different from chess, in that there isn't the direct back-and-forth of move and response. Maybe a bit, but way slower and over weeks.
The hope is that, as house design evolves over time, there will be an endless supply of interesting stuff happening.
Umm... that's a rather ghoulish suggestion.
Greenish?
Time passage is a strange thing in this game for sure....