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#1002 Main Forum » Changes to house list and salaries » 2013-06-18 00:25:54

jasonrohrer
Replies: 16

I'm testing out a few server changes.

First of all, any houses with $0 that have not been re-edited are hidden from the list.  This means you can no longer dump stuff in a broken house by dying, and you can't vandalize a broken house.

Second, I've changed the salary cycle from once per hour to once every 10 minutes.  The pace of change in the game world can feel glacial sometimes.... hoping this will turn up the heat a bit, when money builds up on houses 6x faster.

#1003 Re: Main Forum » custom tool kits~ and other backpack UI fun ideas! » 2013-06-18 00:11:43

Avoiding right mouse button, as a general rule (one of my mice here doesn't have one).

But yeah, there's already a "sell half" function for dealing with selling N items with log_2( N ) mouse clicks.

So, when in "buy" mode, there's no reason that button shouldn't change into a "transfer half" mode button.  Obviously, that didn't make sense in v8, when you only had 8 spots in the backpack, but now it does!  Will do in v10.

#1004 Re: Main Forum » Encouraging desirable player behaviour » 2013-06-18 00:08:28

Yeah, I was doing it by email address.  Bey Bey used the same email for both, so I could spy on his or her game.

In that case, I was just trying to see what made Bey Bey feel a certain way about being vandalized or overpowered by robbers.

I'll ask for your other email if I ever need it!

My goodness, Nathan.... your profile picture is amazing!

Zed, not sure about caltrops.  12 tools is a nice number.  And I'd like to avoid "corpse pushing" if there's any way to.

In general, though, if there's SOME way to set up tactical situations with dogs that require a gun to pass, the crowbar stops being overpowered against them.  I'm not worried if the "line of dogs" is easy to pass, or if the "room packed with dogs" is easy to pass.  In fact, if the design DISCOURAGES those layouts, that's a good thing.  Anything that would make those layouts more powerful (like dogs pushing corpses out of the way to get you) would make the game less interesting, because those layouts aren't particularly interesting.  Little weird mechanical inventions, like the one pictured above (if it actually worked) are what makes the game interesting.

(I mean, I remember people all the way back to v5 complaining about the "room full of dogs" being lame).

Clearly, pitbulls are central to protecting the family.  I like that, because it ads mechanical variety (they don't seem to be central to protecting the vault these days), and because it's thematically appropriate (your family can't hang out around trapdoors, but their pets are safe around them).

#1005 Re: Main Forum » Balancing tool cost » 2013-06-17 13:47:22

Oh, man, has Castle Doctrine gone there?  Yes, it has gone there.

Hmm... the problem is, if you can drug them and then wake them up with a brick, you can control how close to them you are before they wake up, thus enabling you to club them after they wake up.

There's a general complaint (that I think is correct) that "protecting the family" isn't interesting right now.  Would be good to fix that.

#1006 Re: Main Forum » Encouraging desirable player behaviour » 2013-06-17 13:43:56

Damn, I forgot about using a tool to "stand still" while time passes.... hmm...  like cut a wall.

I wonder if THAT part changing would help anything.  Would have the bad side-effect of making you SAFER in most cases (you could stand there and club four surrounding dogs without being hurt).

But it's strange that otherwise, you have to "step" to pass time, but you can use a tool to pass time while stationary.  Maybe I will change it...

Still, it doubles the cost of killing a dog to set them up this way.  You can't just come in with 20 crowbars and kill 20 dogs.  You'd need 20 crowbars plus 20 saws, which you can't afford.  The "line of dogs" is just waiting to be plowed through.

Also, it's not just dogs stepping on corpses that's a problem, but the fact that they might DIE on a corpse as well (and pile up there, or what?  Visually messy, complicated for tool tips, etc.)  Also, it's tactically interesting for them to block each other (instead of just advancing and advancing no matter what you do

#1007 Re: Main Forum » A quick recap, and why v9 is an improvement, but not a perfect fix. » 2013-06-17 13:28:05

So... the prediction is that several players will eventually have too-expensive-to-beat houses?

There is a tendency for a kind of "annealing" to take place, where one at a time, players cross some threshold into invulnerability and then stay there.  Those houses build up at the top of the list.

In this case, you might have a house that would cost $25K to rob a second time, which would build up money indefinitely (largestherb with a few fixes).

Obviously, no small-time crook would be able to afford the vault.  Would anyone?  Well, after the value passed $25K, some rich player would want to.  But wouldn't that be a player who also has a too-expensive-to-rob house?

I guess at that point, those folks would just rob from each other.  You know, why not?  I can afford $25K in ladders to get $50K, in turn bringing that player down to $0 and ruining the security.  Which means that the house is NOT too expensive too rob, and that player would be knocked down and have to start over as a low-level crook again.

There are questions about how this will work itself out.  Will players ever get to the point of amassing enough money to buy $90K worth of pits?  But I think it's pretty clear that NO house will be invulnerable forever.

I'm guessing that tiers may develop, which is fine and natural.  So far, though, I haven't seen anyone able to bootstrap themselves that high.

#1008 Re: Main Forum » My thoughts on this game (I only started after v9) » 2013-06-17 13:09:17

Yeah but, these are extremely expensive houses to build!

The way up that ladder requires loads of blood, sweat, and tears.

Also, someone just got to Miller's family, thwarting the one-time dog behind the wall that opened his trap doors.  Which means that his house may be up for grabs with the right tool set.

This is kindof an exciting moment.  I'm carrying 1 explosives and 41 waters, but I can't get into the house because someone else is in there.

Dammit!  Wrong step, lost everything.

Now back to waiting again... who will be the first through?

Oh, whoa, it's much harder than it looks on the inside.  Hmm... probably will be a while before this one falls.

So, the guy who came in with 42 crowbars and killed all the dogs... he didn't get those tools from tool-dumping across multiple deaths.  He got it from scrounging unfinished houses across 6 different robberies.

#1009 Re: Main Forum » Balancing tool cost » 2013-06-17 12:43:13

What about this crowbar-proof family dog?

9070350518_f4f79251f5_o.png

Dog is always two tiles behind you (unless you saw through a wall too or do something else).

The bad combo is currently drugged meat to stop them plus crowbar to kill them.  I'm thinking that a drugged dog should simply not be killable (it should turn into an indestructible land mine).

I like the fact that crowbars do a bunch of different things---that's thematically accurate and mechanically rich.  It's okay that some tools do more than others, as long as every tool is useful in some situation, and every tool has some situation where it is useless.

As far as family stepping over *just* wires... I don't think that changes much, and I'm resisting doing that because it would be a pain (family  are currently represented as objects, so they can stand in the same spot as an animal, but there's only one object in each map spot, so they can't cross anything but empty floor---each tile in the map currently has at most one object and at most one mobile object).

Obviously, if they could step over other stuff (hit switches, open doors, etc.), there would be no automatic way to verify that a viable escape path existed.

Also, it's thematically nice to have to design part of your house in a different way to suit the whims of your family (they don't want wires all over the floors in their hallways).  It's a natural way of getting you to build a separate "living space" in your house that looks and feels and functions differently from the trap parts of your house.

And yes, there are obvious clues for robbers (follow the empty, trap-free hallways to look for the family), but this is a rich, creepy side-effect that I like.... like looking for the heart stickers on the door to find the daughter's room.... yikes!

#1010 Re: Main Forum » Encouraging desirable player behaviour » 2013-06-17 12:17:25

Ah... I just added a feature where as admin, I can search for tapes where YOU were the victim.

I got to watch the trials and tribulations of Kevin Troy Trujillo (aka, bey bey) and a house under siege.

What I've seen so far is pretty good.... people (or one person) struggling to figure out a hard house over the course of many scouting trips, and figuring out the best places to "save damage" on those trips through the killing of family members.

Clearly, though, coming in with 20 crowbars to kill 20 pitbulls seems over-powered.  Especially since that's $4000 worth of pitbulls killed!  In tight corridors, crowbars work as well as guns, because the dogs have limited mobility.  That's how they reached your family...

After that, though, there was a lot of exploring and precision-placed permanent damage.  One guy came in with 3 ladders and laid them, then killed family and died.  But the next guy, Miller, the successful one, came in with 6 ladders to finish the job for $12715.

But the interesting thing?  The guy who dropped 3 ladders was a different player from the one who succeeded with 6 ladders later!    Where did he get the 6 ladders?  Maybe from die-and-drop?  NO, actually, he's been alive forever, he's currently still alive as the top house!  So, he got those 6 ladders from hard, rung-by-rung work.

After that, Miller came back for the tools that he dropped, destroying nothing, but he didn't return after that.

One person later came back and wandered around with tools, but died in the house.  Another guy came in with 2 guns and died.

After that, you robbed a bunch of easy houses, and fixed up your house slowly.  One guy came into the fixed-up house, but left.

Finally, a bunch of people came in with full tool sets to try breaking your house.  None succeeded.

And that's the end of the story.  Did you die testing your own house, or suicide?

Anyway, except for all those dogs killed so trivially (which meant that you couldn't really protect your family), it seemed pretty close to what I'm envisioning for what it will be like to break a hard house.

Though.... why have the family so close to the front door?  Why not reserver part of your house for a maze, with dogs placed here and there, where it's hard to even FIND the family?  Or spread them out, so that finding one doesn't mean you've found the others. 

Also, there's this mechanism to prevent crowbars from being used on dogs:

9070350518_f4f79251f5_o.png

It ensures that the dog is always one tile away from you, from the moment you come around the corner, all the way out of the house.  Gun, yes.  Drugged meat, yes.  Crowbar, no. 

Though I realize that with meat so cheap, you could carry both meat and crowbars to bypass this device----I should change it in v10 so that sleeping dogs can't be clubbed or woken up, so drugged meat will be much more tactical.  Maybe THAT would be the fix for crowbars, other than simply jacking their price way up?  I mean, I don't want to encourage a hallway with 20 pitbulls anyway.... I want to encourage clever placement of pitbulls (like in the image above).

Oh, yeah, in your house, on the first big dog-killing trip, Grayson used bricks to kill the cats, which gave him a safe place to stand to club the dogs.  After that, it was an easy club-walk through the rest.

#1011 Re: Main Forum » Well, now the cashflow problem is on coke... » 2013-06-17 10:33:03

dalleck wrote:
jasonrohrer wrote:

Pumping up a house with tools by dying over and over has always been there (since v1, in fact).

But back then you had a limited tool-set.

The limit was the same as it is now, regarding pumping up a house:  $2000.  You could buy $2000 worth of guns before (4 guns) and dump those in a house by dying. 

Now you can buy $2000 worth of guns (2), or saws (20), or any tool.  The only thing that has changed is the variety of tools that you can dump in a house for $2000, not the ability to dump $2000 in a house before dying.

And, before, you could dump $2000 in a house over and over, and then rob that house, sell those tools, and buy 100 saws or whatever.  It was slightly less efficient before (because you'd have to resell guns, losing money, to get lots of saws), but the principle was the same.

(Granted, with the v8 budget of $6000, you didn't have room for $6000 worth of anything in your pack.)


dalleck wrote:

Increasing the cost of tools will only make it take a little longer for players to abuse, a little longer to cheat the system to earn as much starting cash as they need.

You mean by dying repeatedly to dump tools in one house, maybe a totally broken one, and then robbing it?  I wonder how easy this is to actually pull off on a server with other active players....  you know, because the house is going to climb to the top of the list and be hit by someone else.  You're still "pressing your luck".... how high are you going to push the house up before hitting it?

Granted, this is totally possible right now (if you're the only one robbing at the moment).  I've pushed a house up to $9100 this way, all the way to the top of the list, and there it sits. 

It's okay to say, "Well, once we have more people, this won't be a problem," but I do want the game to scale all the way up and all the way down.

Limiting robbers to a starting tool set won't help (they'll just die over and over, dumping that starting tool set).  And I *DO* want tools building up from failed robberies in the hard houses.  If a house is actually still a challenge, even pure death-dumping isn't such a problem.

The more concerning problem is being able to pump up a "dead house" and then hit it for a big payoff (what I just did, and still, there it sits at the top of the list, many minutes later).

Maybe once a house has been tagged as "broken" (after it has been robbed twice in a row and is no longer earning money), it should stop accumulating tools that are dropped there?

Actually, there's no good reason for those houses to even be visible anymore at the bottom of the list.... they've got $0 in them, wife is dead, not earning money.... why show them at all?

Then the only choices for "tool dumping" would become houses that are still hard to rob.  Even the ones *near* the bottom of the list now are pretty scary looking.

Also, this would protect houses from repeated vandalism.

#1012 Re: Main Forum » My thoughts on this game (I only started after v9) » 2013-06-17 10:01:32

Well, this is an intentional part of the design.... a creepy way for robbers to instrumentalize the systematic murder of your family.

It also gives you a reason to protect your children.  You obviously want to protect your wife, because she protects half of your money.

#1013 Re: Main Forum » Leaving your house to watch tapes » 2013-06-17 09:58:53

Yeah.... I guess you go down to your local security company to watch the tapes.  smile

The tool tip for the Tapes button will change to "Leave house and view your security tapes" to make the behavior clear.

#1014 Main Forum » Balancing tool cost » 2013-06-16 23:48:21

jasonrohrer
Replies: 24

v9, with the infinite backpack, gives me a powerful new way of balancing the game:  tweaking tool cost.

My thinking so far has been that the tool should cost the same as the obstacle it cuts through.  At first glance, that sounds like a $10 wooden wall should be cut through by a $10 saw.

But that doesn't work, because as single wooden wall is not an obstacle (just walk around it), and in fact a single saw can be used to bypass a whole row of wooden walls.  Worst case, the saw can let you pass through 30 walls with one cut.

So, to balance the saw against this worst case, it should cost $300.  A torch $600, and explosives $1500.

That seemed a bit extreme, because people aren't usually building whole rows of walls.  Maybe smaller structures, like 10-wall structures.  In that case, a saw should cost $100, a torch $200, and explosives $500, which is what I have in place now.

Applying the same logic to ladders, that would make them $1000 or $2000 (they can cross both pits and trapdoors).  That seemed a bit outlandish, so I toned them down to $600.  Essentially, the tool/tile cost balance becomes a curve, not a line.

For animals, things are different, because a single gun can't "cut through" 10 pit bulls, since they move around.  So, $2000 was too high.  I toned it down to $1000.  Still pretty expensive, because it kills at a distance, which is huge.

The crowbar does all sorts of things, so that was a tougher one.  Shouldn't be as expensive as the gun, because it's more dangerous to use against dogs.  But it doesn't cut through walls at all... compare it to a saw?  So, for now it's $100, which may be too cheap.  I'm having some trouble mentally getting away from how things might be priced in real life.  A $100 crowbar is a damn fine crowbar.  I've toyed with the idea of dropping tile prices down to make tool prices drop too.  $2 walls, $1 wiring, $20 saw, etc.

For things that don't do as much "bypassing" damage, and are more for meddling and analysis, I've kept them cheap.  Drugged meat is cheap (dangerous), wire cutters are rather cheap, water is rather cheap, etc.


Still, it seems like the bypassing tools might be too cheap.  For the starting $2000, you can buy 20 saws.  Still, you can buy 200 wooden walls.  Maybe it should be more like 30x the obstacle price?  Then you could only by 6 saws with the starting money.

Also, maybe there should be a well-defined fall-off curve.  So there would be a law of diminishing security returns to building more expensive walls.... where a metal wall costs twice as much as a wood wall, but where the tool to cut it doesn't cost quite twice as much as the tool to cut wood, for example.

Thoughts?

#1015 Re: Main Forum » My thoughts on this game (I only started after v9) » 2013-06-16 23:21:45

nathan wrote:

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.

Strange.... are you sure he came back multiple times BEFORE stealing your $5000, with damage to your house accumulating?

Damage should only be saved if:

1.  He reaches the vault

OR

2.  He kills at least one family member.


So, if he hasn't reached the vault yet, the only way to save his damage would be to kill a family member... maybe that's why he killed your son.

Sometimes people do this because they fall into your trap in a previous life and are seeking revenge.  I wonder about it, but I'm not sure that I should fix it.  If they are still alive, you could search for them by name and take some revenge of your own.

#1016 Re: Main Forum » custom tool kits~ and other backpack UI fun ideas! » 2013-06-16 23:14:37

I'm counting these as polish ideas.... stuff I'll be considering way down the line, assuming I get the game actually working at a fundamental level  smile

#1017 Re: Main Forum » Well, now the cashflow problem is on coke... » 2013-06-16 23:11:46

Good idea here about just standing on the mat not forcing you to drop your tools.

Otherwise, you're forced to scout with nothing, and returning to your house to load out can be a pain.

Though I just thought of something:  someone would just put their entire vault in their backpack while going out on initial, doormat scouting, right?  Bringing the value of their house down, etc., and protecting the stuff from being robbed.

I think that's the reason I had all tools dropped post-robbery, even if you don't step off the mat:  to force you to keep stuff in your vault most of the time, and only put stuff in your pack when you had a concrete plan to use it.


Pumping up a house with tools by dying over and over has always been there (since v1, in fact).

However, it's kindof a self-correcting problem, because the pumped-up house rises to the top of the list, becoming a target that everyone starts looking at.  So, you do the work pumping it up, and then someone else snatches it.

I mean, if you're the only one who knows how to solve it?  I guess that could be possible.

Regarding starting money vs. home building vs. tools, I DO like the fact that starting robbers have "nothing to lose" and might blow it all on tools, not protect their family, and test their luck.  That has always been part of this game, and it creates a steady stream of attempts on every house (the seething masses, beating down your door).  Of course, if they ever do score, they might regret coming home to a dead wife to live their rich life alone.

Anyway, there may still be a problem here ($2000 in tools too strong), but I think that can be fixed just by tweaking the price balance between tools and house tiles.  I'll start another thread about this in a bit.

#1018 Re: Main Forum » Leaving your house to watch tapes » 2013-06-16 22:56:03

Hmm... well, the idea is to prevent you from keeping your house checked out unless you are actively working on it.

Watching tapes can take a long time.

Remember that your house is "content" for other players.  While you're watching tapes, they should have access to that content.

Obviously, being blocked out of your house is always annoying, but it's one of the necessary side effects of the fact that everything in this game is "real," permanent, etc.

#1019 Fixed bugs » Tool transfers abandoned if you jump to Tapes » 2013-06-16 22:51:55

jasonrohrer
Replies: 0

Pressing the Tapes button from the Edit House screen after you have transfered tools between your vault and backpack causes the tool transfer to be forgotten.

Will be fixed in v10.

#1020 Re: Main Forum » Possible bug: inconsistent backpack and vault last saved state » 2013-06-16 22:50:18

Okay, yeah, in that case, hiding the Tapes button after a tool transfer is the way to go.

Because, if your house doesn't need to be edited, you can just leave your house and watch tapes from the main menu.

The Tapes button is really there so that you can watch tapes that caused the current damage without fixing up the damage first (because you can die while fixing it up and then lose the tapes).

A bit more detail:  pressing Tapes just abandons the Edit House screen and jumps to the tape list.  Your house (and tool inventory) is NOT checked in when you do this.  And your house is not kept checked out while you watch tapes.  The idea being that there should be no way to keep your house checked out other than by actively working on it.

#1021 Re: Main Forum » Encouraging desirable player behaviour » 2013-06-16 22:45:27

What counts as vandalism?  Trashing someone's house when there's nothing left to take from the vault?

I don't think there's a way to automatically detect it otherwise (like if you trash a bunch of stuff AND reach the vault and take something).

Vandalism is certainly very expensive right now.... so... getting enough money to do it would require DAYS of work on the part of the perpetrator.

There was a lot of it right after the v9 transition, when the top houses fell and suddenly there were huge money and tool balls passing around (I just got 300 saws?  What am I going to do with these?).

#1022 Re: News » Changing the direction of the game (and v9 released) » 2013-06-16 22:38:46

Matrix wrote:

Are we sure that this is working as you intended for (abandoned) houses?

Due to #3 simply entering (past the mat I guess) and exiting a house starts generating the money again.

I mean that's nice since we will never run out of money, but I'm not sure that you wanted it exactly that way.

Yeah, that's the way it's currently working.  I was kindof in a rush to get it in there, and I noticed that flaw, but did it anyway.

I'll have to think more about how it should work tomorrow.  Essentially, after it gets robbed twice in a row, the house should stop earning money until the owner comes home (assuming there is nothing left in the vault, and wife is dead).  Robberies that occur after that, whether successful or not, should have no effect.

In general, the extra money flowing into "still a challenge" houses seems to be helping.  There's also a critical mass issue, but the game shouldn't hinge so much on that.

I'm thinking that maybe money needs to flow in more often than once per hour.  Forcing people to take a break from the game is interesting, but sometimes you have an hour to play, and you want to do stuff NOW, and if the game world is stalled until later, that's not too interesting.

#1023 Re: Main Forum » Possible bug: inconsistent backpack and vault last saved state » 2013-06-15 21:33:53

In v8, tool purchases were forgotten if you left your house to watch tapes.

I fixed this in v9 in a super-cheap way:  once you buy some tools, the "Tapes" button disappears!  So, after you buy tools, you can't leave your house to watch tapes (without patching up your house and re-self-testing).

I didn't think that transferring stuff mattered, and yeah, in v9, transfers are forgotten.

Matrix, it sounds like you're trying to move tools into the backpack to protect them from robbers while you go out to watch tapes?  Obviously, you can do this if you actually fix and retest your house.  But you're trying to do it w/out retesting?  So that you can watch tapes, keep your tools safe, and fix up your house later?

I mean, my lazy fix for this would be to hide the Tapes button also if you transfered any tools.  But that doesn't really address what you're trying to do.  I'm not sure I *want* to allow you to transfer tools while leaving your house in a "needs to be edited" state, though!

#1024 Re: Main Forum » Well, now the cashflow problem is on coke... » 2013-06-15 21:26:17

Okay, new salary system is in place now, where the conditions upon which your house stops earning salary are more specific.  As long as there is something worthwhile happening concerning your house, money slowly builds up there.

The first pass of this, of course, means that there are now 700 houses with $140 or more each in them.

Some of this is just there for the taking.  Other abandoned houses might still be "hard," which means that money will build up on them.  That will become clear after the next few rounds of salary are paid.

Our biggest problem in v9 was a cash shortage that prevented anyone from building a house strong enough to survive a $2000-tool robbery.  Obviously, it's possible with a bit more money, and as soon as someone bootstraps themselves, they will sit at the top for a while accumulating money, etc.

#1025 Re: News » Changing the direction of the game (and v9 released) » 2013-06-15 21:11:52

Obviously a money shortage in v9.

There was a big money/tool ball going around on Friday, but then I stole it and proceeded to die stupidly in my own house while holding it.  Gasp!

Anyway, pickings are slim right now.

Working on a pretty simple fix for this.  Not wanting to go back to salaries being earned for totally abandoned houses (feels like grinding to rob those), though, so here's how it works:

Your house earns money if:

1)  Your wife is still alive 

OR

2)  You have some money left

OR

3)  One of the last two consecutive robberies was not successful.


So, if your wife is dead, and people are just milking you for money over and over, they will be successful twice in a row, meaning that your money will go to zero (because they were successful), and after that you will stop getting paid.

As usual, once you return home and retest your house, you'll start getting paid again.

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