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#1051 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-11 14:12:13

Interesting thoughts here.

I'm knee-deep in work on v9 right now, which includes "infinite" backpacks that get ditched at the end of every robbery (no house is unbreakable, but carrying a comprehensive set of equipment on each robbery outing is expensive and sub-optimal).  We'll see how this improves the direction of the game.

After that, if it doesn't work, we can continue searching for other tweaks.

#1052 Re: Main Forum » The Place to Post Your Break-ins » 2013-06-11 14:06:35

But, I will point out that having to write computer software in order to solve a house is further evidence that this game has gone way off the rails...

#1053 Re: Main Forum » The Place to Post Your Break-ins » 2013-06-11 14:05:52

Hmm...  that sounds more like "homework" than "cheating" to me!

#1054 Re: Main Forum » [Suggestion] Be the wife » 2013-06-11 14:03:20

Yeah, wow, that's pretty amazing!

Love the robber-uniform dress.

#1055 Re: Main Forum » Complexity, puzzle families, and the metagame » 2013-06-10 14:13:27

Well, when they're unsolvable for Me, I guess that counts as "unsolvable in practice"!  tongue

I think it's pretty clear that a 3SAT instance with N clauses and K variables can be encoded in a house map of size NxNxKxKxM (where M is a suitably-large constant) in such a way that a path to the vault involves assigning True/False values to the variables so that the corresponding 3SAT statement true.

On a 30x30 map, obviously what can be encoded is limited, but I've seen some pretty hairy nests of wires and gates that require a heck of a lot of finger-tracing and mental stack space to make any headway with.  Even if we can't encode anything but tiny 3SAT instances in the 30x30 maps, what is possible still has that "think through all possible solutions" feel that is the hallmark of NP-hard stuff.

#1056 Re: Main Forum » anti-magic dance and police » 2013-06-10 14:00:43

For the time being, the plan was to just disable blueprints and see how it goes.

#1057 Re: Main Forum » anti-magic dance and police » 2013-06-10 13:41:30

Yeah, that's the way it would work, a seed would go along with the map for all self tests (and all robbery tapes).

However, I think Ukuko means that the owner would not be able to count on a reliable "solution" to their own house!

Also, I should point out that, while random animal movement might help somewhat with magic dance designs, it wouldn't address combination locks.

#1058 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-10 13:34:21

Houses would no longer be one-time robbable (because anything could be cut through, eventually, no matter where animals move after a robbery).

Family would no longer be indefinitely protectable (because they could be cut through to, eventually).

Player-driven economy is interesting.  Could apply for both house objects and tools.  The costs could be relative to how many have been bought recently (and costs could drop if no one is buying something).  However, there are two problems:

1) implementing it well, in a robust way that works over the long term, will involve substantial coding complexity.  Feels like overkill compared to a bit of manual tweaking on the cost of tools (mostly in terms of cheapening things that no one is using).

2) will be harder for players to understand and reason about (right now, if you've been playing for a while, you can look at your budget and KNOW that you can afford two more pitbulls without checking the prices first, because they're $200 always).  New players, especially, will see prices jumping around and need an explanation.

Electric floor-based "step on it and die" traps, as you point out, would need a separate fix.  Wire cutters will disable "off" electric floors.  I shouldn't have left that loophole in place for so long.

Yes, starting money (probably would go back down to $2000) and a whole bunch of other money things would change.  Yeah, $3000 could cut across a map of steel walls, but you'd still have to figure out where to cut.

As far as a limit of 45 items, well, I think players will discover that on their own, especially if unused backpack items are lost at the end of each robbery.  No reason to impose that limit, that I can see.  A player who wastes a lot of money won't be able to do that very long (because money is precious and scarce).

I'm still thinking about keeping it at 8 slots, just for UI simplicity and screen space.  There are 12 items, so you wouldn't be able to take all of them (but an unlimited number of the 8 types that you pick).  Just wait:  some house designer is going to exploit THAT to make an unsolvable puzzle...

#1059 Re: Main Forum » [Suggestion] Be the wife » 2013-06-10 13:15:21

Well, obviously it's not realistic. smile But thematically, it takes cues from the iconic family in the yellow pages ad.

#1060 Re: Main Forum » Complexity, puzzle families, and the metagame » 2013-06-10 13:12:25

Laffinty wrote:

1) It is realistic because you wouldn't want to disassemble walls of your house to get to your family/vault, right?
2) It is unrealistic because if you have pitbulls you'd not expect them to bite you.

Oh, you never expect that.... but then the damn things bite you!  (Not just in the game, but in real life.)

jere wrote:

Interesting. I've described it as a roguelike, but I figured it ended up being one by accident. Do you play modern roguelikes, Jason?

In terms of turn-based ones, only a few (like The Crypts of Despair, Zaga33, and James Lantz's Mercury).  But also the non-turn-based Roguelike-likes (Spelunky, Shoot First, The Binding of Isaac).  They've been hugely inspiring to me.... there are also things that have a similar feel (Far Cry 2, Demon's Souls).  My last game, Inside a Star-filled Sky, was like a Roguelike without permadeath.

ukuko wrote:

Designing a dungeon for someone to enjoy solving is very different to designing a dungeon to keep someone out.

Let me clarify:  I never intended for players to intentionally design fun, interesting levels.  Obviously, they are going to design levels where their goal is to KEEP YOU OUT AT ALL COSTS.  That is natural.  The kernel of this game design was that idea.  What if player-generated-content had an explicit purpose?

From the point of view of the robbers, this game is like Rogue, but where the dungeons are design by other players who are trying to keep you out.

From the point of view of the house owners, this game is like Tower Defense, where the other players are the creeps.

Mesh these two gears together, and you should get a working system, assuming that it's balanced. 

The problem is still imbalance.  House owners have a fundamental advantage over robbers, because they can design puzzles that are unsolvable in practice.  No tweaking of prices can ever correct that fundamental issue.  Blueprints were an attempt to correct it, but they didn't solve the fundamental problem (unsolvable puzzles still possible) while throwing a bunch of other good stuff under the bus (tactical play in non-puzzle houses).

#1061 Re: Main Forum » [Suggestion] Be the wife » 2013-06-10 12:47:57

This has been explained in great detail in a few interviews.

To sum it up:  this is an iconic family, like the one in the 1991 Yellow Pages ad on the website.  See that guy with the mustache in the ad?  You play that guy!

Gender and sexual orientation choices (or randomness) in the game would be distracting, since this is not a game about customizing characters.


Also, the wife earns twice as much salary as the you do...

#1062 Re: Main Forum » anti-magic dance and police » 2013-06-10 12:33:50

Well, that is an interesting idea!

However, with so much at stake in this game (you lose everything, including hours of work, at the hands of death), I really like the idea that it's always fair and never random.

You make a valid point, though: the owner would be facing the same randomness and risk when deploying animals, so would have to deploy them carefully.

#1063 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-10 12:29:30

Well, the problem is that there could still be an unforeseen "complexity leak" in there.  If there is some way to make a puzzle that is impossible, in practice, to solve (regardless of cost), then some players will figure out how to do it, eventually.  That idea will spread, and the game will break at that point.

We've come up with a bunch of little tweaks like this that seem at first to solve the problem (What if you only have ONE power supply?  What if there are no wires allowed through walls?  What if you have no voltage-controlled switches?  What if you have no animals?) and even huge tweaks (What if you can see a full map of the entire house?).

But the core problem is much deeper than that.  When people have any degree of freedom to design a "puzzle," and they also have the ability to force other people to solve it in only one possible way, you cross a threshold into a place where brute force (explore every possible solution) is the only viable way to solve such puzzles.  Obviously, those kinds of puzzles are not interesting to solve.

Ideas like limiting the potency of power supplies (a good idea!) chip away at the "design freedom" side of things, but I fear that no small chip will do it (the only solution would be to restrict house design so much that it would no longer be interesting). 

I'm now thinking about ways to reduce the other aspect (the ability for the owner to force you to solve the puzzle in their chosen way).

#1064 Re: Main Forum » Death setting your own house » 2013-06-10 12:16:14

largestherb wrote:

and then on the flip-side, overwhelmingly awesome senses of joy and relief when you do manage to get through your deadly traps alive smile

Yeah, obviously that yang can't exist without the corresponding yin of dying in your own house due to your own folly.

#1065 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-10 12:09:19

Okay, this infinite backpack idea is starting to gel a bit more in my mind.  (Obviously, all this assumes that blueprints would be removed from the game).

You want the robber to have to make agonizing tactical choices the whole way through the robbery process.  You want them to have oh no moments quite frequently, but strictly because of ill-advised choices, not through making some tiny mistake in the series of 100 tedious steps needed to solve a puzzle (that's not an "oh no" moment, that's a "dammit, this is ridiculous" moment).

Obviously, if the backpack is infinite, and there are no consequences for filling it, robbers are going to simply fill it with as many items as they can to cover all possible circumstances that they might encounter.  Forget scouting.  When you've got 100 saws and 100 torches and 100 explosive, etc., you can just mow your way right through everything.  Of course, these items are wasted in the process (using 32 torches when it's possible to get through the house with no torches), but I don't think that's enough of a motivation (since after all, they are *used*).  The point is, you don't have to think about what you might need when you can carry everything you could ever possibly need with you at all times.

But what about if the backpack itself was one-time-use only?  Like, you have to ditch it as you run out the door (when you chicken out), and you have to ditch it when you reach the vault (to carry the loot home).  So, if you bring 100 explosives with you and find no concrete walls, you lose them, and they're totally wasted.

So, you'd want to bring just enough of each item to get through the house, but nothing more than that.  Thus, you'd do some scouting with only a few items in your pack each time, trying to go deeper and deeper into the house to see what items are needed, looking for weak points that will let you save items on future scouting trips and on the final robbery.

Also, money for buying these tools will still be a tightly-limited resource.

In such a world, every house would go down eventually.  The question would be who can do it first and with the least wasted resources.  There would still be plenty of room for skill as a robber, but it would be tactical skill.  The kind of skill that we all fondly recall from the early days of v5.  On the house-design side, there would still be room for plenty of skill as well, crafting the right balance of obstacles to kill and slow robbers down in the scouting process for as long as possible (and also returning to the house to change things around).

Furthermore, the "one-time robbable" issue would vanish.  The over-protected family would vanish.

And then my job would be to balance the whole thing through cost-tweaking (so that every object and tool sees active use).  Which would be way better than what I'm doing now (banging my head against provably-unsolvable design problems, whacking the mole down in one spot to have it pop up bigger somewhere else).

#1066 Re: Main Forum » Try the new Perma-Permadeath server » 2013-06-10 11:41:41

Hmm... I wonder.... is that color confusion between the two an issue?

I'm sticking to a very specific color palette with this game, and I'm not sure that there are other colors that look quite "bright" enough to be a light.

#1067 Re: Main Forum » Pet movement suggestion » 2013-06-10 11:39:32

Well, just like I never wanted to make a game that was extremely "solve this really hard, tedious puzzle" focused, I also didn't want to make a game with no interesting electronics in it.

So, removing electronics (switches) from the game is not an option.  Nor is removing animals.

Anyway, I'm convinced that it's also possible to make a maze-like thing, with animals moving around, that is NP-Hard in the generalized (NxN map) case.  Essentially where there is one solution, and the only practical way to find that solution is to try an exponential number of solutions via brute force, even if you have the full map.  In other words, a "magic dance" with no switches at all.

So, the only way to prevent NP-Hard (i.e., tedious) puzzles with the current setup is to restrict all houses to being completely devoid of all dynamic objects!

In other words, looking for some subset of the current house objects that will solve this problem is a dead end.  The problem needs to be flipped upside down.

#1068 Re: Main Forum » Stuck » 2013-06-10 11:30:00

What I meant was that, as I considered reasons NOT to auto-fix all houses, accumulation of too many tapes was not one of my considerations.  "Too many tapes," if that ever happens, can be solved in a variety of ways.

There are bigger gameplay and thematic reasons for not auto-fixing houses that need to be grappled with.

#1069 Re: Main Forum » anti-magic dance and police » 2013-06-10 11:26:49

Wait, how are magic dance and the police suggestion related?

Police are a way of making all houses one-time robbable (or hard to rob a second time).

Magic dance is a problem with house design (very easy for house designer to set up a house where you have to move in a particular pattern to unlock something).

I have considered the "alarm" mechanic, maybe even with a separate alarm object that could be triggered by electricity and start a count-down to either reach the vault or get out.  However, I worry that such a mechanic would only strengthen an owner's ability to make a house that must be solved in exactly one way.  Imagine if the only way into a house set off the alarm, giving you 20 steps left, and there's some "magic" 20 steps that will lead you right to the vault, if you know what they are.  Pretty easy to design a house like that.  Not interesting to rob a house like that.  I.e., alarms would make magic-dance design even worse.

There's also the problem of the owner self-testing their own alarm.  Getting killed by your own dog is one thing (it happens in real life!), but getting "arrested" for setting off your own alarm during a self-test?  That would be pretty weird.

#1070 Re: Main Forum » Complexity, puzzle families, and the metagame » 2013-06-08 11:23:01

Well, the problem here, Mr. Zed, is that the percentage of the human population who can even understand one word of what you and I are talking about here is minuscule.  I suspect that the shrinkage of the player population is, in part, due to the fact that the game is veering in this direction.

Yes, I myself am rather interested in the discoveries of computer science.  Reductions from 3SAT are pretty cool.  Manually finding solutions for 3SAT instances, on the other hand, is not interesting to me.

And we've ended up talking about this game more and more as a puzzle game.  But as I look back at my initial design notes, the word "puzzle" does not occur.  This game turned into a puzzle game, despite my best design intentions.

If we think back to the early days of v5, back when we had 100s of active players.... wow, what a golden era that was!  People weren't really designing or solving puzzles back then, because house design hadn't graduated up to that point yet.


No, I did not set out to design a game for computer scientists, nor did I set out to design a game that would produce hard or interesting puzzles (or even good puzzles, or puzzles at all).

I set out to make something that would feel like Rogue, moment-to-moment, but with "dungeons" that were designed by other players.  Very few people would describe Rogue as a puzzle game, because of the tactical, moment-to-moment analysis and decision making that it requires.  Furthermore, Rogue is full of hidden information (like what is coming next). 

Puzzles, on the other hand, involve deep study of a complete system from the outside, and the discovery of very specific solutions.

I want a game where players can discover their own unique solutions to immediate sub-problems while in the thick of it.

#1071 Re: Main Forum » Stuck » 2013-06-08 11:02:06

Oh, tape storage isn't an issue as we consider this issue (we're already storing a tape for every robbery that does damage, so that wouldn't change).

#1072 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-08 10:55:42

Thought:  if your backpack is infinite, why would you ever leave anything in your vault? 

Well, if you can only carry 8 types of things, then you'd have to pick 4 types to leave in your vault, so there's that factor.  But what if everything in your backpack was lost at the end of a robbery, no matter what happened during the robbery?  So, yeah, you could carry 40 guns, if you really think you're going to need them, but they will all be wasted if the house you pick has no dogs in it.  So you'd naturally want to pick the minimal set of tools that will help you survive (at least) or succeed (at best) in a house.

Your load-out for scouting and final robbery would be very different, for example, and you'd have to think carefully about what you're bringing along.

One problem with this is its counter-intuitiveness (where'd my stuff go?) and how to explain it to the player.

Maybe backpack is only lost during scouting.... "You ditch your backpack and run out the door."  That would engender a nice press-your-luck feeling ("Man, I REALLY need to reach the vault so that I don't lose all these guns!")

#1073 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-08 10:46:27

Hmm... yes, with unlimited tools, a rich player would be unstoppable as a robber.

But then again, a full cut-through-everything robbery would be expensive.  That means that it wouldn't be worth doing on a low-level house (you wouldn't spend $2000 in tools to get $400, would you?)  So, the rich would be able to afford to rob each other, which means that no one would be rich for long.

And as a fresh-start player, you'd have very tough choices to make about where to spend your money... beef up your house, or buy more tools?  And if you bring the wrong set of tools (assuming blueprints are gone), then you can still get trapped and die, which means you'd drop a ton of tools in the vault (instead of just 8 max).

Would it "ruin" the game?  We've got to figure out what the intended game is.  Right now, we've got expert players who sit at the top for a (relatively) long time, pretty much untouchable.  9 walls thick, solve my puzzle or die.  It seems that some players feel this is a necessary and desirable part of the game.  That, if you can't reliably protect your house for days, the game is broken.

Yeah, the slogan is, "PROTECT WHAT'S YOURS," but that slogan isn't genuine.  It's supposed to highlight the futility of trying to do that when everyone (including you) is out to get everyone else.

What I originally envisioned for the game is that everyone would be vulnerable, eventually.  Yes, there would be an arms race, but more along the lines of "what tools robbers are carrying these days vs. what I'm building in my house to thwart them."  If everyone is building wire-heavy traps, so burglars are coming in with loads of wire cutters, you could throw a curve ball by making a wall-heavy maze instead where wirecutters are useless.

The idea was that the limit on backpack slots would make this work.  But, duh, I didn't spend enough time thinking how the numerical limit would be exploited (if robbers can only bring 8 tools, just put in 9 obstacles), nor did I fully face the kinds of truly-hard puzzles that are possible (so that actually solving the puzzle is not really an option).

Maybe, instead, the balance could come from the cost of tools themselves.  This can obviously be tweaked to a very fine degree (if saws are too powerful, just make them more and more expensive until their cost matches their power).

The other option is to make all tools infinitely-reusable, but severely limit the number of slots.  Maybe you can only carry 4 things, but they can each be used over and over.  Now what if a house uses all three wall types plus wiring and dogs?  It seems like we'd be back where we started, with owners quickly figuring out how to make a puzzle house that requires X+1 tools to break, if there are X unlimited-use tool slots.  (Also, this would destroy the preciousness of tools themselves, which I don't want to do).

The goal here has to be to prevent players from ever becoming invulnerable, even to a novice player.  Yeah, I want the game to involve a good deal of intelligence, but more along the lines of "smart, tactical thinking," not the hardcore, IQ-test style mental crunching that the game currently requires.

I really like watching tapes where someone does something clever and simple to bypass one of my traps (like throws a brick on  a switch that is supposed to be unreachable).  And the visibility fog really matches the smart, tactical-thinking gameplay that I was originally going for.  Coming around a corner, and thinking, "Okay, how am I going to get past THAT?"  Not studying blueprints for hours to discover the exact set of micro-moves to make in order to bypass something (3-up, then 2-left, then 3-right, then 1-down, then press button twice, then....)

It seems like I've gotten myself lost in the thick of this arms race against player design-cleverness, but it's an arms race that can never be won.  I need to go back and re-think what the core of the game is about.

#1074 Re: Main Forum » Pet movement suggestion » 2013-06-07 23:55:56

This is an issue, for sure.

But I'm going to table it for now while we iron out some of the bigger-picture issues.

It's a bad sign if the game is hinging so much on the nuances of animal movement, I think...  those nuances shouldn't matter as much as they do.

#1075 Re: Main Forum » anti-magic dance and police » 2013-06-07 23:44:21

Having pets "turn on" only after they see you would indeed thwart magic-dance stuff.  But it wouldn't help at all with combination locks (so blueprints would still be needed).

The idea about police spawning it investigate the scene is a really good one.  It sounds like you're talking about this happening to the house itself once it is robbed once (so that all subsequent robbers will encounter police), but others in this thread are assuming the police only effect the robber upon returning (and not other players who try to rob it).

Anyway, in terms of solving the core problem (one player exploiting a house by hitting it over and over), it's easy enough to solve that problem by simply removing the house from that player's list (fully consistent from that player's point of view---"the house is gone because I already robbed it once").

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