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#1026 Re: News » Changing the direction of the game (and v9 released) » 2013-06-14 22:24:08

Yes, lots of creeping is occurring!

No point in encrypting your own house map, and yeah, people can export their own very easily to third-party tools.

The encryption on other people's house maps is mostly in place as annoying obstacle, since the client generates the key and sends it to the server.  Sniffing the protocol can easily find the key, though it's a pain, because it's different each time.  At least the raw maps aren't in the output files and recorded game files.

Oh man, I just realized that the client-side key gen is being done in a really lame, guessable way.  I'm sure some third-party map viewing tool will exploit that in short order to decrypt maps.  Will be fixed in v10.

#1027 Re: Main Forum » Anyone else annoyed by the Names? » 2013-06-14 17:50:25

Oh, well... that. 

Hmm... so you can take revenge across lives?  Can't you let the dead rest in peace?

#1028 Re: News » Version 8 Released » 2013-06-14 17:44:13

The perma-permadeath server has been taken down for a bit while I focus on the version 9 release.  It will be coming back at some point in the future.

#1029 Main Forum » Wirecutters on electric floor bug FIXED » 2013-06-14 17:41:27

jasonrohrer
Replies: 0

Sorry for everyone that this killed, but it's fixed server-side now.

#1030 Re: Main Forum » Try the new Perma-Permadeath server » 2013-06-14 17:39:04

Taking this server down, for now.  Will bring a v9 version of it back later, after v9 is smoothed out.

#1032 Re: Main Forum » Anyone else annoyed by the Names? » 2013-06-14 17:36:24

They are generated based on real-life name frequencies taken from the 1991 US Social Security Database and from 1990 census data.  The names of the parents and children are age-appropriate based on the era in which they were born (60's kids vs 80s kids), so for example, the daughter generally has a "younger" sounding name than the wife.

This isn't really a response to your complaint, as much as it's an attempt to convince you of how cool this feature is and how much time and thought I put into it.  smile

In terms of remembering three parts, the most recent search engine is pretty flexible.  For example, searching for "jo jo" matches "Jorge James John" and "Joseph John Munoz".  So, you can try to remember just one part of someone's name to find them again later.

Also, writing down names is an aesthetically cool thing that the game might cause you to do.  You'll have a slip of paper on your desk with the name "Joseph John Munoz."  Anyone who sees that slip of paper might think it looks pretty suspicious!

#1033 Fixed bugs » Ignoring Please Upgrade message » 2013-06-14 17:23:55

jasonrohrer
Replies: 4

If you try to log into the server with an older version of the game, you will see a red message that says:

"Please download the latest version."

If you ignore that message and press Login again, you will actually be able to log in.  Of course, there are loads of protocol incompatibility bugs, which might lead to crashes and such.

This will be fixed in v10 (so that when v11 is released, v10 clients will be properly blocked).

#1034 Re: Main Forum » Two autokill bugs » 2013-06-14 17:21:09

Okay, fixed it.

And robbed that top house post-fix.  Woo-hoo!

Man, the ability to bypass "Please Download the Latest Version" is REALLY annoying.  I won't be able to fix that until v10, because the client needs to be changed.

#1035 Re: Main Forum » Two autokill bugs » 2013-06-14 17:07:59

Oops!  Forgot to recompile the headless simulation clients server-side.  Doing that now.

Yikes...

#1036 Re: Main Forum » v9? » 2013-06-14 17:06:28

Sorry for anyone who crashed during the transition from v8 to v9.

Yeah, the protocols are incompatible (v9 uses encrypted maps on robbery).  I thought there was enough down time to clear everyone out, but I hadn't considered someone being away from keyboard on the menu screen.

#1037 Re: Main Forum » The Place to Post Your Break-ins » 2013-06-14 17:05:10

Oh, was it a crash from logging into v9 with the v8 client?

Yeah, the maps are now encrypted, and the v8 client chokes on them.

#1038 Re: Main Forum » The Place to Post Your Break-ins » 2013-06-14 17:01:55

Ahem... colorfusion, you ARE going to email me the details of that crash, right?  For starters, try playing that recorded game back and see if it crashes for you again at that same spot.

I didn't know the game was crashing for anyone anymore.... maybe a new bug in v9.

#1039 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-14 16:58:22

Also, if a game is well-balanced, meta can change without new cards being released.  That may not be true all the time in Magic (it mostly changes because of new cards), but I have heard stories about it being true some of the time (where someone swept in to upset the current meta in an unexpected way and won the tournament).  I've also experienced that first-hand (where I was searching for the perfect cheapo response deck to a friend's "super" deck, and I found the perfect artifact cards to beat him in a commons box---but of course he could have showed up with an artifact-smashing deck, and so on).

#1040 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-14 16:47:50

Interesting, Matrix, we'll see what happens.  As it stands, since you go into a house blind, you are paying to scout it with your scouting backpack.  The outer walls may be concrete, but until you blast through those, you won't be able to tell whether it's concrete all the way through or wood in there.  So if you come in with 30 explosives, you waste half of them if you run into a wood core.  If you carry saws too, you waste those if it's concrete all the way through.

I'm not hoping for a very refined, predictable arms-race intransitive thing.  Just a slight flavoring that may pop up from time to time and be at least worth considering as you build a house and rob a house.  Also hoping for some dynamism that will result from it.

If Zed is right and there is one cost-optimal house design (using specific materials and patterns), that's obviously a problem.  That could be fixed by making all materials the same price, but I don't think I'll need to do that.  You know, if you build the "optimal" house, and everyone figures out you need exactly 17 torches and 22 ladders to pass that optimal house, then it's no longer optimal, right?  Because as soon as you build it, the first person to show up with 17 torches and 22 ladders beats the house with no wastage.  So as soon as the money in your vault reaches the crossing point where it's worth more than 17T + 22L, you're done.  I.e., it's no longer the optimal house.  The only way to slow people down is to build a house that no one has seen before (requires more scouting).  Furthermore, you're encouraged to change your house out from underneath the scouts.

Regarding vision, you can see pretty clearly through one wall.  That's just part of the "soft edge" on the shroud that looks too nice to change.  A second wall is impossible to see through unless you've got your gamma cranked to max (in that case, you can see half way through it, at very low detail, depending on what's on the other side).  I don't have plans to change this, because it's hard to make a shroud that both looks great and serves as a tight boundary on vision.

#1041 Re: Main Forum » Promoting Equal Distribution of Wealth » 2013-06-14 16:20:21

Give v9 a try and see how it changes things.  The mighty have fallen.

#1042 News » Changing the direction of the game (and v9 released) » 2013-06-14 15:50:40

jasonrohrer
Replies: 21

Several public releases and several thousand players later, I took a hard look at what The Castle Doctrine had become, and I realized that it had veered off in a troubling, unsustainable direction.

My original goals for the game were as follows.

I wanted to make a game where players generated content, but where that content actually mattered to gameplay.  Where that content was the gameplay. 

The house design side would naturally be whatever it would be:  players would strive to design a house that would keep robbers out in the most effective way possible.  Designs would evolve over time as players discovered this or that emergent combination.  I always imagined that the house design side of the game would quickly blossom into something beyond what I could imagine, so I didn't spend too much time trying to imagine it (people have built working CPU logic in Minecraft, so the sky is really the limit).

minecraftALU.jpg

But I had very specific goals for the robbery side of the game.  Yes, the robbers would obviously be trying to overcome whatever fiendishness the best homeowners had devised, but they would be able to overcome it tactically.  They'd sneak through a darkened house, peering around corners, and pressing their luck.  A poke here, a cut there.  Trying to find and exploit a weakness in the design.  Cutting through in exactly the right spot and finding themselves behind the scenes, exploring the inner workings of the house, like going behind the walls at the end of Portal.  With permadeath always one mistake away, this would be a tense experience.  But with enough explorative poking and cutting, over multiple scouting trips, any house design would eventually be vulnerable to a successful break-in.  "Aha!  If I just cut through these wooden walls, snip this wire, and throw this brick across the pit to hit that switch, I can get to the vault."

And that's how I envisioned the two sides interacting.  No homeowner would be safe forever.  This would be a game about vulnerability and violation.  Yes, some would rise to the top, but only for a short time, since being at the top would mean that the attention from robbers would increase.  Through skill, opportunism, and some "right place at the right time" luck, a player might rob a few small houses, gaining enough money to buy tools to rob a few bigger houses, and so on, climbing carefully up through the ranks---a kind of meta-layer of tactical gameplay, a Roguelike where the dungeon-tower was built by other players.  But they'd get to the top only to be knocked back down by another upstart with less to lose.  Then they might climb again, building a house that would prevent the kind of break-in that got them last time.  An endless, every-cycling arms race between robbers and homeowners, where the landscape is always changing and no optimum exists for either side. 

cod1.png

As owners start building more wood walls, robbers start carrying more saws.  Then some smart owner notices this and starts building metal walls.  This trend builds, an then robbers start carrying more torches.  In response, homeowners might move on to concrete, and robbers explosives.  In which case owners would switch to dogs, and robbers to guns, and then back to wood versus saws, or pits versus ladders, or a mixture of dogs and wood versus a mixture of guns and saws.

metagame.png

The system would remained balanced by the fact that both obstacles and tools cost money, and money is scarce.  Furthermore, since every homeowner needs to get through their security with no tools at all, every house would have certain vulnerabilities that skilled players could discover and exploit.

Okay, that sounded pretty cool to me!  So, I tried to build that game.

It's pretty clear, though, that the current state (v8) of The Castle Doctrine does not match the above vision.  So what happened over the past 3 months since the first public release?

Shortly after the initial alpha launch, things were pretty great.  Homeowners were trying out this and that, discovering little emergent design combinations, and generally making really cool, clever, and interesting houses.  Robbers were sneaking around nervously, poking this and cutting that, and eventually breaking through every house.  Wealth and paintings were passing from player to player and different kingpins rose and fell.

But in less than a week, something very big happened.  A rather wealth player made some wooden walls that were 9 tiles thick.  Since a backpack only has 8 slots in it, and can thus carry only 8 saws, a robber cannot cut through such a wall.  At first, this didn't seem like such a big problem.  After all, every house has to be solvable without tools (as demonstrated by the owner).  So, there's still a way to get to the vault in such a house---just not a way that involves cutting.  Of course, the 9-wall-thick idea spread quickly.

cut8Deep.png

Shortly after that, however, something else big happened.  A rather clever player devised the first push-button combination lock.  9-tile-thick walls protected the internal logic, and a robber would be faced with pressing the right subset of 16 buttons in order to pass through a 9-door-thick corridor to the vault.  Yes, it's possible to reach the vault with no tools.  But if you don't know the secret pattern, it might take you 65,536 guesses.  This idea also spread quickly.

comboLock.png

Shortly after that, someone devised a 22-button combination lock (over 4 million possible combinations to try).  This was essentially overkill, though, because the 16-button one was unbreakable, in practice (the top houses had a few hundred attempts, at most).  You know, if each attempt takes even as little as one minute, you're looking at 44 days of non-stop, no-sleep trying to break a 16-button combination lock.

Finally, a very clever player figured out how to build an effective combination-style lock for only $1400 by exploiting an electric floor loophole.  Given that each player receives $2000, for free, when they start from scratch after permadeath, this meant that unbreakable security was now available to even the least-wealthy players in the game.

cheapComboLock.png

A few weeks later, there were pages and pages of houses employing some variation on the combination lock, and they were all sitting there, unbroken.  Yes, there were some lovely little innovations along the way, but they were all uncrackable, in practice.

For robbers, the experience of entering such a house involved very little sneaking, poking, or cutting.  No tactics were employable.  If you were foolish enough to even try, you'd push a few buttons before realizing hopelessness and facing your death (one lovely innovation:  pushing any button at all traps you in the house, so you must enter the correct combination, or press nothing at all, to survive).  The smarter players would see a combination lock and leave. 

Thus, the robbing side of the game degenerated to picking away at the broken or abandoned houses lurking at the bottom of the list, and skipping pages and pages of houses to find them.

From my perspective, players had pushed the game in an interesting and unexpected direction:  they were getting so good at the game that they seemed to be designing real locks, tile by tile.  Security through puzzles.  So this was a puzzle game, after all, and not a tactical game! 

I was a little uncertain about this, but there seemed to be no way around it:  even if I doubled the backpack size, puzzles would still be possible with 17-thick walls.  And making the backpack even bigger than that (like 30, the width of the map) would be unwieldy and also completely subvert house design (if you could plow through any obstacle by cutting, what would be the point of designing a house at all?).

Still, there was a huge problem:  hidden information (through limited visibility) meant that practically-impossible puzzles were easy to make.

Amid deep community worries about ruining the game, I thought about ways to reveal this information.  I didn't want to spoil the "sneaking around a dark house" feel that the visibility shroud creates, so I wanted a source of information that was separate from the robbing view.  Blueprints seemed thematically appropriate:  suppose you could study a house design in its entirety, before you even stepped in the door? 

8882715330_1fe2192d26_o.png

Combination locks would be easy to bypass, since you could see the otherwise-hidden logic of their inner workings.  But would this ruin puzzles in the game?  I knew that the answer to this question was provably "no" through some very dusty memories from computer science classes long ago.  Any suitably-powerful formal system can be used to encode expressions from other formal systems.  Thus, provably hard-to-solve problems (from logic, for example) could be encoded into Castle Doctrine maps in a way such that reaching the vault on the map would provide a solution to the encoded problem.  Essentially, there was no limit to how hard a Castle Doctrine puzzle could be, even with no hidden information.

And sure enough, with the advent of blueprints, top-house puzzle complexity exploded, getting harder as needed.  At one point, a house remained at the top of the list for a full week before it was solved. So, the puzzle aspect of the game wasn't ruined by full information.  At that point, I realized that puzzles rarely have hidden information, almost by definition.  Hidden information turns a puzzle into a trial-and-error guessing game.

rubik_blindfold.jpg

But something else happened in response to blueprints:  the game world was split in two, with one small portion pushed way up, and the rest of it pushed way down.  If you were clever enough to design a really hard puzzle (basically requiring that you be a practicing electrical engineer---even I had trouble doing it), then you could keep people out for a long time and prosper in the game.  Everyone else, however, would design a house that would be broken right away through the reveal of its internals.  These players, who were also unable to crack the hard houses, had nothing worthwhile to do and left the game.  The remaining engineer-type players were secure in their puzzle-fortresses with too much to lose, so they couldn't even risk robbing each other. 

Every once in a while, after time passed for sufficient study, one of these top houses would be solved.  But doing so required days of painstaking work on the part of the solver.  I'm sure those final moments of victory were some of their most exquisite game experiences, but that experience was out of reach for almost everyone, including me (I spent several hours trying to figure out one of the top houses, only to eventually resign to the fact that it was beyond my capabilities).

crackingHardHouse.png

So, it was clear that something had to change, but what?  I could remove this or that feature to limit puzzle design in this or that way, but it was clear that anything short of drastic limitations would still allow sufficient complexity for provably-hard puzzles to emerge.  I certainly didn't want to make a game with no wiring, but even then, a maze with moving animals might be enough for provably-hard puzzles.  Chipping away clearly wasn't going to work.

I was also uneasy about the way blueprints had changed the feel of the game.  You were no longer sneaking your way through a mysterious house, coming around corners and being shocked by what you discovered.  You saw it all up-front, so you knew exactly what to expect.

Still, without blueprints, combination locks would rear their heads again, right?  And what about real puzzles, where hidden information has no place?

Then I realized something:  I never wanted to make a puzzle game here.  Looking back through my notes from the fall of 2011, the word "puzzle" does not occur.  But the game grew into a puzzle game, and I fostered that.  My original vision of a tactical, player-generated, Roguelike, every-cycling arms race was nowhere to be found, though.  Was there some way to get it back?

The problem, it seemed, were puzzles.  Puzzles aren't tactical and in-the-moment.  They're about studying something from the outside and discovering the one, correct solution, and then applying it.  But if players can design anything they want, won't they be able to make puzzles?  Well, only if they can somehow force other players to solve the puzzles.  The 9-thick wall trick was the first step taken in this direction:  "You cannot bypass my buttons now.  You must figure out how to press them correctly to pass."

What if there was some way to bypass anything, eventually?  Then the keystone of the problem became clear:  the 8-slot backpack (or the N-slot backpack).  What if players had infinite backpacks?  Well, then they'd just plow through everything and not even need to think.  But what if there was a way to balance it so that there was an enormous cost to doing this?

First of all, what if tools were much more expensive?  Then you'd certainly think before you'd use one.  But still, you might as well fill the backpack to the brim for every outing.  Then you'd have plenty of whatever you'd happen to need.  You might think a bit in order to conserve tools, but every house would be crackable in one go, and you wouldn't make any hard choices about what to carry.  No cycling arms race.  That's what the original limit of 8 slots was for---to force hard choices.  But house designers exploited that known limit to the point where tools became useless (no choices at all).

So, there has to be some cost to a brim-full backpack.  What if unused tools are lost at the end of every robbery?  So if you bring 100 saws, but there are nothing but concrete walls, you're really screwed.  You'd need to scout, and plan, and think, and come in with just a few tools to scout some more, and then finally load up with exactly the right combination to get through the house (and then perhaps find that the owner made last-minute changes that screw you).

And thematically, this makes some sense.  You need to empty your backpack to carry out the loot.  And if you run out the door without taking anything, you're in such a hurry that you ditch your backpack.  Even more interesting:  what if the extra tools you ditch end up in the owner's vault?

This has the nice side-effect of bringing a cost to scouting that seemed to be missing.  It also helps to grow the prize in a well-scouted house, and can leave a victimized owner with a little something as a bootstrap (the extra tools left by the robber who reached the vault).

Of course, there's a sticking point that prevented me from seeing this solution all along:  an infinite backpack isn't realistic.  But this game wasn't meant to be realistic, obviously.

infiniteBackpack.png

Thus, with a great hopefulness, I give you version 9 of The Castle Doctrine.  A game with hidden information and soft puzzles, where with enough money, you can buy your way through anything, but where money is so scarce that you'll end up thinking your way through most things.  Where you'll sneak around corners, make tactical decision, and try to take subtle advantage of current trends.  And where you'll die.  A lot.  At least that part hasn't changed.

A full list of changes can be found here:

The Castle Doctrine Change Log

#1043 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-12 15:56:47

First of all, the ideal balance would be for the starting money to be just enough to buy tools that could rob (with skill and luck) a starting house.  So, yeah, the cost of saws will go up!

My idea for this game is one where you "climb the ladder" and get knocked back down again many times along the way.  But you should have no chance of robbing a top house immediately after a fresh start.  You're a low-level crook at that point.  Well, maybe you have a chance if you've been scouting that top house extensively in your past lives.  But even then, with all that info, maybe you know you need more tools than you can afford right now.  *That* is an interesting state to be in, right?  Where you know you can knock down a top house if you can just scrape together a bit more money from hitting smaller houses.  Of course, if you get robbed in the process, that will block you, so you'll need to quickly build better-than-average security.

The hope is for this kind of tight balance.

In v5, it became possible to build an unbreakable house for $1400, and tools meant nothing in such a house.  So, right off the bat, any player could become a king-pin.  In v6-8, I'm pretty sure that changed, to where it was pretty hopeless to build a viable house with the starting money (maybe not, if you studied really hard), but tools were still useless in the top houses.  So, a low-level crook had just as much chance at breaking a top house as a rich player (it's all about who studies the blueprints the smartest).

Anyway, in that way, my hope for the game was very Roguelike.  You know, "how deep can you go in these dungeons?"  That's very similar to, "how high can you climb in the house list?"  In a Roguelike, you're never going to get to the bottom (at least I'm not going to!).  In this game, you're never going to stay at the top for very long.  But you'll climb up from the bottom again, and it will be different next time, because the whole world will have changed, as player designs change and different players are knocked down.

The other hope was to have an intransitive-relationship (aka rock-paper-scissors) arms-race in place.  As people built dog-heavy houses, everyone would carry a lot of guns.  But if you knew that everyone was coming in with guns, you'd build a wiring-based house with no dogs at all.  And then if that trend caught on, people would bring lots of wire cutters and stop carrying guns, in which case building a house with a lot of pits would be good.  And then people would start carrying ladders in response.  But there would be no optimum point, and it would constantly churn and cycle.  Very similar, in many ways, to the way the colors work in Magic, where you can spot and take advantage of the current deck-of-the-day trends.

Doesn't that sound cool?  smile

Obviously, so far, the game has pretty much accomplished none of this!  Along the way, I was listening to the game as it evolved, and seeing interesting places where it was going that I hadn't envisioned, and kind of fostering it in these other directions.  "Oh, people are going to build things 9-walls thick?  Well, lets see where we can go with that."

The backpack limit always felt so natural and unchallengable.... that's just the way backpacks work!  Obviously, I can't change that.  Yeah, I could make it bigger (like, 16 slots), but it was clear that wouldn't change anything (people would just make walls 17 thick), so I didn't do that.  As the game progressed, I gradually let go of my dreams of an item-vs-obstacle arms-race cycle....

#1044 Re: Main Forum » New players, maps » 2013-06-12 15:23:39

Good idea here about house object costs changing based on how many of a given item you're using in your current house design.

In v9, blueprints will be removed, and the way the backpack functions will change dramatically.  I think that should address some of the issues that you're describing, but we'll see how it goes.

#1045 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-12 15:19:48

Sorry folks, but full server-side game hosting (so that visibility is enforced) is way out of reach for me as something that I'd ever dream of tackling by myself.  Keep in mind that it doesn't just involve the server doling out the maps piece-by-piece, but also simulating the entire house (as animals move around and electricity changes) so that when new areas of the map are finally revealed, they contain the correct, updated state.

Part of why I took on this project was because it was appropriately scoped.... since the game is totally asynchronous, the server and the protocol can be comparatively simple and affordable to maintain over the long term.  The simplicity is also what allowed me to develop what I'm guessing is the world's first one-developer MMO in only a year or so.

Regarding visibility cheating through simple cut-and-paste from output, that will be full dealt with in v9 by eliminating such output.

Regarding visibility cheating through modded clients, consider the following download data from v8:

.
+----------+-------------------------------------+
| count(*) | file_name                           |
+----------+-------------------------------------+
|       30 | CastleDoctrine_v8_UnixSource.tar.gz |
|       48 | CastleDoctrine_v8_Windows.zip       |
|       64 | CastleDoctrine_v8_IntelMacOSX.dmg   |
|      203 | CastleDoctrine_v8_Windows.exe       |
+----------+-------------------------------------+

91% of players are playing on platforms where binaries are the most convenient option.  Compiling modded clients is possible on Windows and Mac, but it's pretty difficult and out-of-reach.  On Windows especially, the set-up process to get a build environment working is pretty hairy.

So, visibility cheating will never be widespread.  When it happens, it is certainly much less harmful than the old walking-through-walls cheats.  Essentially, in v9, you'll suspect someone of getting through your house with too few tools.

By the way, blueprints weren't added in response to visibility cheating.  The were put in place to deal with houses that are impossible to solve without visibility cheating.  Also, they don't fully quash visibility cheating, because blueprints only show a house's starting state,k whereas a modded client could show the hidden parts of a house's state as they change.  Obviously, blueprints make robbing less tense and interesting in a number of ways. 

Once blueprints are removed in v9, people who decide to engage in visibility cheating (i.e., still looking at blueprints) will only be robbing themselves!  smile

#1046 Re: Main Forum » v9? » 2013-06-12 14:47:56

Yeah, should be pretty close...

#1047 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-11 15:23:20

Oh, I just thought of a better way to do this.

For each map request, the client generates a unique key and sends it to the server with the request.  The server encrypts the map with that key.

Thus, the data needed to view the map is NOT present in the server's response.  You'd have to sniff TCP stream to get the client's generated key (or mod the client).

Also, in my defense, I should point out that I HATE this kind of phony security stuff.  This is one rare case where it will probably have a small positive benefit (reducing the population of players who can easily peek at maps).

#1048 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-11 15:10:57

largestherb wrote:

ps. if blueprints are removed again, i presume you'll be disabling the recordedgame logs that we get?

Arrggghh....  I forgot about that.  I was thinking that the house maps were just in the stdout printout.  But yeah, the recordings must contain server responses, too.

Obviously, with a modded client, all bets are off.  The hope was to at least make map-peeking harder for the unmodded client (in the v8 client, you can just copy-paste into a third party viewer, and there you go).

Ah!  I just thought of something interesting....

What if the map sent by the server is encrypted using the player's download code and email as a key?  Then even if a third-party tool replicates the encryption algorithm, you'd still have to trust the third-party tool with your login details (i.e., access to your game account!) in order for the tool to decrypt and display the map.

Of course, people will make a downloadable tool that decrypts maps eventually, and people will trust that with their login details.

#1049 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-11 14:44:09

Matrix wrote:

Well I was right about the maps after all... I had that prediction about 2 months ago that they will remove the old unique gameplay this game had back then. At the same time I also suggested an expandable backpack and I am glad the idea got iterated further.

Yeah, I had been drinking the "puzzle" koolaid, because that was the direction the game seemed to be moving in, so I was trying to make that work.  Being able to cut through everything, eventually, subverts the puzzle-nature of the game.

Obviously, you were right!  Or at least I think you were right.... we'll see how v9 feels.

#1050 Re: Main Forum » Complexity, puzzle families, and the metagame » 2013-06-11 14:36:40

Using wire cutters on "off" electric floors doesn't help if someone builds doors and walls that are 9-thick.  That still leaves 20x30 space on the other side for wiring and moving animals.

Even if you ax the animals completely (or implement them only moving if they can see you), that 20x30 space could still have a hairy nest of wires that lead to 15 or so buttons that the robber needs to press in the right order and exactly the right way.  I.e., my argument about NP-Hard houses and 3SAT encodings has nothing to do with moving animals or magic dances.

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