Discuss the massively-multiplayer home defense game.
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New Folks:
Please understand that this game is in public alpha for a reason: there are still a bunch of really hard design problems to solve, and they can only be solved through experimentation while the game is being played by a suitably-large group of people.
All Folks:
Of course, it's never a good idea to underestimate players, but people got shockingly good at this game very quickly. The game is currently being sunk by the arms race that has resulted.
I agree that blueprints give the game an "electrician" feel that is not exactly what I'm going for. Nervously sneaking through someone's house is what I was going for. But houses got so hard so fast that there was very little sneaking going on toward the end of v5.
The core problem is that the systems in Castle Doctrine are so general that people can build pretty much anything with them. The puzzle space is clearly NP-complete (when generalized on NxN grids instead of 32x32). In v5, people were building houses that couldn't be solved in polynomial time, given the hidden information involved. What people didn't realize is that, even with NO hidden information, it's possible to build houses that can't be solved in polynomial time (what we're seeing people approach in v8). Blueprints have pushed people toward these designs, but imagine how ridiculous such designs would have been in v5 (even the map-peeking cheaters would have been stumped).
And yes, though these are real puzzles now, they are not interesting to solve. Any puzzle where you essentially have to try all possible answers, with nothing to guide you toward the answer, is not a well-designed puzzle. But we obviously can't expect players to design "good" puzzles here---their goal is to design something that will keep everyone out!
Some people have suggested various tools (instead of blueprints) to "help" solve these houses (detectors of various kinds). But the demon is out of the box, and no detector is going to help you solve an NP-hard puzzle.
Of course, you can cleverly cut through certain spots, rendering the puzzle less hard. But, since you can only carry 8 items, house owners simply make the crucial parts of their puzzle 9 units thick.
So.... what if you could carry 16 or even 32 backpack items? What if you could carry unlimited backpack items? Or what if you could carry an unlimited supply of a subset of the available items? What if your 8 slots could each hold one type of item, but an unlimited number of that type?
Then every house becomes clearly breakable, but owners will strive to make their house as expensive to break as possible (while still having *some* kind of puzzle in place to force people to break things in the first place). If someone solves the puzzle, then they can get through much cheaper.
Maybe tools need to become substantially more expensive to make this work (and of course have a tool for everything, even an "off" electric floor). A fresh-start player should hardly have enough money to buy enough tools to pose a real threat to a hard house.
Thoughts?
I have been thinking along similar lines.
Maintain one "damaged map" for the owner to discover on the next return home, and maintain just one tape to go along with it (the result of the last successful robbery before the owner came home).
Reset the house for robbers every time, until the owner comes home, and then the damage from the last robbery becomes permanent (for the owner to fix up, or not fix up).
(And obviously combine this with a mechanism to allow one successful robbery per player until the owner returns, to prevent one player from exploiting their discovered solution to the house over and over).
But the cash would still drop and drop over time as each robber takes a share.
A few problems:
1) Family becomes fully protectable (put them behind enough walls and dogs, and then robbers can't use accumulating damage through multiple vault runs to eventually reach them---though this is already a problem for one-time robbable houses)
2) How to deal with damage that occurred during family deaths? (what if the robber cuts through walls to reach the family, but that damage isn't saved, then the family being dead doesn't make sense to the owner who returns home later, after several more robberies that don't affect the family).
3) Family no longer can be instrumentalized to reach a hard vault (by killing one at a time to get damage to save). So, why will people waste money protecting the kids?
4) If the one tape saved for the owner shows half the money being taken, but the owner sees that a lot more has been taken, how is that accounted for? Seems like we'd need to still save/show all tapes, but only save the damage from the final one?
Hmm... though I wonder if some of this house scarcity stuff wouldn't just be solved by the one fix (preventing a successful robber from hitting the same house again until the owner returns). I believe that many of those $0 houses were brought to $0 by one robber hitting the same house over and over until nothing was left. Preventing this would leave at least something hanging around for other players to go after. Also, maybe if this were combined with all houses receiving salary (even broken ones), it could be a nice match.
There is something very powerful about returning home to find your house ravaged by multiple break-ins, and I don't want to lose that...
I have thought about this.
In fact, this was the way the game functioned, back before it was released to the public. You could only rob each house once until the owner returned.
There was some concern for house scarcity, but letting one player rob the same house over and over just adds to scarcity (because other players have one less house to rob, if that one player hogs that house). Hmmm.... maybe it's this: I want this game to scale well from 2 players up to millions of players, and be interesting and worth playing all along that scale. I have played it back in the early days against just one person, and it was still really interesting (trying to get through each other's houses). But if there are very few active players, and you can only rob each house once, you quickly run out of things to do in the game.
In terms of middle-class players, I'm assuming that they're pretty safe from wealthy players, because those players have too much to lose and can't risk going into a semi-dangerous house. Is that correct? That's certainly how I feel once I become wealthy in the game (or how I imagine I would feel if I ever did.... ahem...).
This is part of the aesthetic point of the game. You're building traps that are going to perma-death some other player and make THAT player lose everything (lose their house, their family, their paintings, and all their hard work). It's only fair that your traps would do the same thing to you.
Security (even in real life) also has a cost for the person who the security is meant to protect. In a bad part of a big city, you might have 4 locks on your door. But you wouldn't have 100 locks on your door, because that would be too much cost for you getting in and out. You also could have an automated turret to shoot burglars, but you don't have that because it's too dangerous to you, the owner (what if the turret shoots you by mistake?). If you have a vicious attack dog protecting your house, there's a good chance that the dog will turn on you (or your kids) eventually. The majority of people killed by pitbulls each year? The OWNERS of those pitbulls (for real!).
And, in the game, what good is a lock if the owner can't get in without dying? So, you can't just design anything you can imagine.... you must design something that keeps others out while also letting you get in SAFELY.
And, you face the same risks that the robbers face when you enter your own house.
Yes, this leads to a lot of frustration, even for me, when I play my own game. But I think a lot of this has to do with how we are used to playing modern video games: very casually and sloppily, because nothing you do really matters and there are no real consequences (just reload from the last save).
It is possible to play this game extremely carefully and NEVER die. This is the way you would behave in real life if you were handling deadly traps. You wouldn't just charge in.... you'd install some back doors first. You'd test every part first.
Note that this is not unfair, ever. Death is never random or unpreventable. Death is always your own fault. Which makes it feel even worse! When you die in FTL and lose your whole ship, most of the time, you can blame it on a bad roll of the dice. That's comforting! And it makes you want to play again, immediately, because the dice might roll differently next time. But in this game, there's no one to blame but yourself for death. Not comforting, and it makes you want to quit playing.
I'm trying to make a game that gives you a different experience from anything you've ever had in a game before. Otherwise, what's the point of making it?
Also... trial and error in a blind maze.... Especially if the maze is well-designed and not full of easily-exploitable flaws.... it's just not interesting to try to figure out how to get through such a maze.
And yes, it's possible to design a very hard house with no switches or wiring. You can essentially build a combo-lock out of a maze, where you have to walk in exactly the right way to get the dogs placed in the maze to move and get caught on things in exactly the right way. One wrong step and the dogs get out of whack and get you. The owner knows the right stepping to get through unscathed. With blueprints, solving such a thing is still really hard. Without blueprints, solving it is impossible, in practice.
Well, someone robbed two people (including me!).
Also, someone has died (I can see such things in the admin view).
But yeah, people are being more careful. Still, only 6 people have tried it so far....
Come on! I need more testers on this server.
Yeah, and as you imply here, having paintings are a sure sign that your house is passable in its current state (it hasn't been robbed yet since the owner's last self-test). A house with NO paintings, on the other hand, might not be passable (may have been rendered impassable by previous robbers since the last self-test, but maybe it hasn't been robbed at all).
Yeah, there aren't tapes for everything. Only if the robber dies (because those are fun to watch) or does something permanent (like steals something or kills family).
Tapes are the biggest data load on the server, because each user generates many, and they have to stick around for a while so that people get a chance to see them. A hard house can already accumulate many, many tapes. The top house currently has 144 tapes. Not only is that a data storage issue, it's also a pain for the owner to look through.
We could double all these problems by storing tapes for robberies where nothing significant happens (scouting trips).
Of course, it's also possible to build a house with a one-way gate at the entrance, so each scouting trip results in either success or death.
Trying to preserve that moment in the game where you poke around in a house and take one step in to see the paintings revealed. With v8 you can use the Ignore list to help in this process (since you can Un-Ignore All after you've found the painting).
They're also not visually identical.
Apparently, there has been a fraud!
Paintings serve no direct gameplay purpose. You don't earn money from them.
I'm avoiding having any user-generated art in the game, for now, since it's not really a game about that.
Version 8 of The Castle Doctrine was released today. It adds a few minor improvements, like an "Un-Ignore All" button to reset your house-ignore list, and pencil scratch marks in blueprints to indicate objects that have been damaged.
But the biggest change is server support for perma-permadeath. As in, alternate-world servers where each user can only die once. I'm guessing that people will play the game differently on such a server, but I'm not quite sure how behavior will change.
I've set up a temporary perma-permadeath server to test this. As soon as you connect to this server, you will be given a single life and $6000. All other rules are the same. Note that this server operates a completely separate game world, including a separate set of paintings and a separate list of houses. Whatever happens on this server stays on this server, and it has no effect on the main server.
If you want to give it a try, here's how:
Make a full copy of your v8 game folder to a different location.
In the copied game folder, use Notepad (or TextEdit on Mac) to open settings/reflectorURL.ini
Change the url in that file to http://thecastledoctrine.net/reflectorPerma/server.php (just add Perma after the word "reflector")
Save the file.
Launch the game from the copied folder.
At that point, you should see a brand new, empty house, and find yourself operating in a separate game world.
And as soon as you die, your time in that separate game world will be over, permanently.
Hmmm... felt like doing that myself back when I lived in New Mexico.... ![]()
(except 'Sky' by Jason, which actually has 2 copies in the game)
Look closely. There are not two copies of my painting 'Sky' in the game!
As far as the $1 thing, I can't predict what the collective value on a given painting will be, so I don't want to pick bottom prices separately for each painting---I can't be the judge of that. And picking some higher bottom value, for all paintings together, would be weird too, because maybe a few of those paintings aren't worth $10K or even $1K to anyone. And that would be sad to have the painting sit there, unbought!
Now that the auction runs SO slowly (paintings take more than a week to drop down to $1), I don't think it will be as much of a problem, but we'll see.
The kick it to the curb idea (just stop owning it, and it will be reclaimed by the state and re-auctioned) is a good idea. Like a simple DROP PAINTING button.
Right, it's only if the house itself changes, either through being edited or being robbed successfully.
The idea is that people usually use "Ignore" for houses that they think are impossible. So if someone gets through, it might be worth another look.
Ahem, jere....
If you fail to keep children alive (assuming that the wife is alive still), there is already a cost.
If the wife is already dead, then indeed there is no gameplay reason to keep them around. I made this design choice intentionally.
Initially in the design, the family had no gameplay purpose at all, they were just thematic.... this thing that you'd care about anyway, irrationally. That seemed a little too loose for my taste (a little too Little Sisters), so I added a gameplay dimension to the wife (and it seemed like a very sensible one). I could have added direct gameplay dimensions for the kids, but I decided to keep one last piece of the game as something you might care about irrationally. Of course, there is the indirect way the kids matter if the wife is still alive. But if she's not, then they're there for you to care about irrationally.
Re: permadeath
You know that feeling, where you're careless and make a really stupid mistake in your own house? Where you should have left a back door for one final test, but you got cocky and impatient. And then you find yourself trapped, and then your mind starts racing for a solution to the trap, some way out, some hail-Mary pass, some fourth-quarter save. And of course there is no way out. This is it. And you don't just push the Suicide button right away. You sit there and stare at the screen for a while, soaking in the smiling face of your own folly.
You know that feeling? That terrible feeling? The worst feeling that you've ever experienced in your entire life of playing video games?
"Oh wait, I have two lives left! Whew!" is an analgesic that I don't want your racing, desperate mind to have within reach.
So far, only one painting has been purchased.
Hmm...
Well, at that point, there might need to be an overhaul of how paintings work, generally. In that case, a reset will be part of that process. However, that's pretty far down the line.
I'm NOT going to keep resetting paintings over and over in attempt to band-aid the problem over and over, so don't worry about that.
Yep, anyone who has lost their download link, please email me. I'm changing subject line of this thread to make it more clear.
Yeah, I've thought about fixing this by fixing 1) or 2).
1) would also require a solution to 2), because if you already own the limit and steal more, you've got to get rid of some of them somehow.
However, as discussed in other threads, this adds a new layer of messiness to the game and UI. It's not a game about art dealing.
I'd rather experiment with soft solutions to this problem (like tweaking the auction parameters). It's okay if some art snowballs form from time to time. The big problem is if they always form all the time.... like if there's almost never anything in the auction house.
Of course, if soft solutions don't work, then I'll think about solving 1) and 2).
Okay, it's done now!
I hope this wasn't too hard on Mr. Gill.
Sorry for the folks who were thrown under the bus in this process!
There was even one person who bought a painting mere minutes before I did the reset... ![]()
Looking at the distribution of paintings right now, it's pretty troubling:
.
+--------------------------+---------------+----------------+
| character_name | num_paintings | value_estimate |
+--------------------------+---------------+----------------+
| Bradley_Dennis_Gill | 91 | 46000 |
| Reginald_Martin_Hartford | 20 | 52000 |
| Travis_John_Robinson | 20 | 11000 |
| James_William_Folse | 3 | 57000 |
| Joseph_Patrick_Mier | 1 | 1700 |
+--------------------------+---------------+----------------+There are also 20 in the auction house... but you know, 91 in one house is a bit much! I know that paintings tend to "ball up" like this. But I think they are too easy to acquire. They start at $10K and reach $1 in a little over 6 hours. The price half life is currently 30 minutes.
I'm going to change it to $100K as the starting price, and a half life of 12 hours. Thus, the price will drop to $25K after 24 hours.
But in order to do this fairly, I need to reclaim all the paintings in the game and restart the auction from scratch.
I'm about to do that now.
I'm going to wait a while on this one.
The idea that new players have no hope of defending for any length of time.... well, that's kind of the point of the game. It's about a false sense of security. Everyone should be violated eventually. Yeah, not everyone is Zed, but even he got his in the end. There's nothing wrong with a new player getting their house broken into. I mean, if they are NEVER broken into, that would be much worse, at least in terms of my aesthetic goals.
In v5, the home owners had a huge advantage (hidden information). New players had no chance of breaking into those 50+ houses. No one had a chance, unless they were cheating. Robbers are risking permadeath trying to break in. Their one advantage was the weakness of the family, but it was still way out of balance. I mean, a homeowner doesn't risk permadeath at the hands of a robber.
In v6, the robbers now have a bigger advantage, which matches their risk better. Homeowners have an added advantage in the family behavior, though. I think it's much more balanced, both for new and expert players.
I remember seeing a bunch of "Let's Play" videos from v5. Some new player, the reviewer, was going out to try robbing houses for the first time. Try 1, of course, is the top house on the list. Step in door, get instantly fried. Try 2, second house on the list, step in the door, get instantly fried. "How are they doing that?" It was baffling for them, because they could see nothing about how the trap was working. Now at least they could check the blueprints, see the complexity behind the walls, and move on.
Also, even a new player making a dog maze is likely to make something that ends up being one-time robbable. Protecting the family is pretty natural, too. So, they get robbed, but not mowed to the ground. They fix up their house and try again.
I haven't made up my mind one way or the other about whether blueprints for all houses should remain. I'm just kicking it down the field for a while.
My goodness!