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#1101 Re: Main Forum » Paintings? Auctions? And a suggestion! » 2013-06-01 19:55:27

On the other hand, there might be some paintings that no one at all would want at $10K, if this was the bottom limit.  That would be sad!  So, I think it should go down to $1, just very slowly.

#1102 Re: Main Forum » Paintings? Auctions? And a suggestion! » 2013-06-01 10:48:38

Good point!  Maybe dropping down to $1 eventually is too low...  It seems that starting out at $100K (out of reach for everyone) and dropping down to $10K (reachable for the rich, but it's not like they could afford 50 of them) would be good.  A poor player could still get one by stealing it from the rich.

#1103 Re: Main Forum » Thought about how to fix "stuck" houses » 2013-06-01 10:43:23

Well, the house will come back on your list right away as soon as ANYTHING about it changes.  Like, if the owner re-tests it, or some other player robs it.

But if you make a mistake and ignore a house?  Yeah.... I guess we need a button for that.

#1104 Re: Main Forum » New players, maps » 2013-06-01 10:40:34

Running the whole game server-side, step-by-step, is not feasible for loads of reasons.  Yeah, it's a ton of work, but it's also really protocol heavy.  The server currently runs as a PHP/MySQL on a web server.  That means each message is an HTTP request/response.  This is an amazingly simple and easy way to handle this.  I'm not sure if this is the world's first MMO written from the ground up by one person, but if not, it's one of the first.  I was able to get this done in one year by myself because of this approach to client/server communication.

But if you need a message sent for every move that every player makes in the game, I don't think that HTTP request/responses would be feasible for that.  I think you'd need to have an open socket connection for every player in the game.  And that means moving away from PHP/MySQL, most likely.

The win would be... stopping a few people from cheating, assuming that some houses do not have blueprints.  Much more sane to just have blueprints for every house.  Something is lost there (sneaking around a maze), yes.


I'm not convinced that this game is as hard on new players as it seems to be.  I mean, yeah, it is a BRUTAL game, in terms of what it expects from you, but it's brutal even if you're playing by yourself, on a server of one person.

So, in that way, it scares away new players.

But, in terms of interacting with other players, the interaction is so limited.  I mean, in the beginning, for your first few hours, you could fiddle around in your own house, testing it and dying, without ever being influenced by expert players.  (I've seen game recordings of people doing this.  They play FOREVER without even realizing that there are other houses out there.  Then they finally get to the menu, and think, "Whoa, what's this?")

Then you finally leave your house, try robbing someone, and die.  Then you come back and fiddle around some more.  Then you leave again, try robbing, back out, try to come home, and find yourself robbed.  You watch your tape.  One guy robbed you.  Was it an expert player?  It doesn't really matter.  You get to watch how it happened, and you can learn from that at your own pace.  With each "failure," it happens once, and then you have as much time as you want to react to it.

FPS deathmatch is much more brutal on new players... you're constantly beat down by experts.  You hardly even get to play, and spend most of the game waiting to respawn.

I'm thinking that we need a quick video to give new players basic tips.  Like the fact that you can always back out the front door... or that you can test your house with non-lethal stand-ins before you install the lethal stuff...

#1105 Re: Main Forum » Paintings? Auctions? And a suggestion! » 2013-06-01 10:18:51

Hmm... yeah, there certainly is a circulation problem right now.  I think paintings are too easy to acquire in the very beginning, so people snatch them all up, and then they get consolidated quickly among top players.

Maybe a limit of 4 per person would help (but man did I spend a lot of time tweaking that gallery widget to allow more than 4 to fit in that space!).  And yeah, it would also simplify the UI somewhat.

The problem, of course, is what to do with the paintings that you steel if you already have 4!  That would add a whole new layer of UI complexity.  And then a way to ditch paintings (like auction them off, etc.)  Like I said, I really don't want to go down the wheel-and-deal design path.  This isn't a game about art trading.

Probably raising the starting price (like $100K instead of $10K) and then slowing the auction down (takes a week to drop to $1, instead of just 6 hours), and then reclaiming all paintings and starting that part of the game over would help.  Better try that first before doing something more drastic.

#1106 Re: Main Forum » Replay of succusful robbery » 2013-06-01 10:08:48

When you die, you lose everything.  That's core to the game.

#1107 Re: Main Forum » Thought about how to fix "stuck" houses » 2013-05-31 15:19:43

Largestherb:  back in the v5 days, salary was paid to everyone, even abandoned houses.  This lead to a lot of "low-level house" grinding and farming.  Many people wouldn't even bother with the harder houses.  If a house even looked scary (even if it wasn't that hard to solve), people would skip it.

Regarding money going right into the vault:  that's why the salary exists.  It gives people something to steal, and turns a "not worth it" house into a "worth it" house over time.  It's really not meant as funds for the owner (though the owner can use the funds, obviously, if they're not stolen first).

#1109 Re: Main Forum » Paintings? Auctions? And a suggestion! » 2013-05-31 15:13:57

They are put back up for auction, starting at $10K each, whenever the owner of a painting dies while owning that painting.

Right after the reset, all the paintings went up for auction.  But a few rich players bought/stole them all.  I believe that all paintings are currently owned by two individuals.  As so as they are robbed, they will change hands.  If someone wants to be Robin Hood about it.... steal the paintings and then commit suicide.  That will bring them back to the auction house!

One could imagine mechanics where painting owners put them back up for auction and get the money.  But that veers too much into the art-dealer/market-speculation side of game design.  I don't want the focus of the game diluted.  The paintings are there simply to give you physical possessions that you might care about, and to allow you to track your possessions and potentially steal them back.

Sounds really frustrating to get blocked out of your house like that.  I'll think about some kind of queuing mechanism.

The screen is pretty crowded...  the suicide button is where it is because it was the only spot left (a full gallery can occupy the whole left side of the screen).

#1110 Re: Main Forum » New players, maps » 2013-05-31 15:05:26

Great points here.

Obviously, this space needs a lot of exploration before we can find the right combination of game mechanics that makes the game work on all levels.

The simplest thing is just a value threshold for blueprints.  Hard houses accumulate money over time very quickly, both through dropped loot and salaries that are paid as long as the house remains unbroken.  At the current rate of $140 + $280 (if wife is alive), you earn $10K in a day if your house is not broken.

So, houses with less money simply wouldn't have blueprints, ever.  Of course, if they were actually hard, they would gain more money and get blueprints.

This would also let us bring starting money back down to $2000, and the creepy maze house would return as a viable low-level house strategy.  Then it would rise in value, eventually cross the blueprint threshold, and then get broken instantly.

Also, this would bring back the joy of watching tapes to see people fall for tricks.  That's kindof gone from the current experience.

There's still the lurking problem of cheaters peeking at the map anyway for these low-level houses.  How do we stop expert players from doing this and "ruining" the game for beginning players?  Maybe ignore this edge case?  Ugg...

Certainly, disabling the protocol print-out would make it a bit harder for most people (would require a real mod to see the map).

I've also thought a LOT about segregating the community into two servers, etc.  The problem is that the community isn't large enough yet to make this viable.

In the last 24 hours, 125 people have visited their house.  In the last hour, 8 people have visited their house.

#1111 Re: Main Forum » Inverted switch bug » 2013-05-31 14:22:28

I know the one Jere was talking about.  That was a good one!

I'm sure someone will get you, Zed.  And you have no family left as a parachute...

#1112 Re: Main Forum » Thought about how to fix "stuck" houses » 2013-05-31 06:50:42

Okay, upped it to $140 + $280.  We'll see what that does.

#1113 Re: Main Forum » Thought about how to fix "stuck" houses » 2013-05-31 06:48:48

colorfusion wrote:

I personally think they are currently quite a big problem.

I was thinking so too, until I looked at the admin data.

Out of the six houses that are at the top of the list right now (the six that have value estimates over $6000), only ONE is in a "stuck" state (    Christopher Norman Doe).  The other five are just really hard houses.

Harold Mark Jones sure looks impossible, but it isn't!

Now.... as for the idea that people are going away-from-keyboard for five minutes to get their house to time out without fixing it up, I see no evidence of that.  Doe has just been away from the game for six days.

Remember, people can't even re-fill their backpack without fixing up their house if it's been robbed.

Right now, there are 9 houses that have not been successfully robbed yet.  Four of them have so little money that they aren't worth robbing yet.  These houses are earning salary, but only at a rate of $14 + $28 per hour (if wife is alive).  I think I need to turn this up a bit.  Will do that now.

#1114 Re: Main Forum » Inverted switch bug » 2013-05-31 06:22:36

From the code:

.
        // make sure that all looping elements "settle down" into a 
        // consistent state (otherwise, we see various flip-flops due
        // to propagation times elsewhere in the map)
        
        // in case of looping, all elements involved in the loop settle
        // down into the lowest-seen state number that they encounter 
        // during execution of the loop

So, when a loop is detected in power transmission (state keeps changing with each propagation step, but keeps returning to the same house-wide state somewhere in there over and over), then the transmission simulation is run a few more times through the loop, and all elements are watched for their lowest-seen state number during the looping process.  That is the state they are set to, individually.  So, in this case, the inverted switches here are set to their "untripped" state, and the wires and things on the other side of them are set to their "unpowered" state (those happen to be their lowest state numbers as seen through the looping process).

Yeah, it looks inconsistent.  But the point is that ANY visualization of this would look inconsistent.  Let's' say the light past the north-most inverted voltage-triggered switch (IVTS) was ON instead.  Well, that would mean that there was power on that wire that loops back, which would mean the north-most IVTS should be tripped (so that part would be inconsistent looking).  And if we tripped the switch visually AND had the light on, that would look inconsistent too (how is that light and IVTS getting power?).  And if we tripped the switch visually and had the light off (how is that IVTS getting tripped)?

So, the code says:  if we have to display something inconsistent, at least make it predictable (everything drops down into its lowest-seen state in the loop... which is always its powered-off state).

I agree that this stuff is REALLY confusing.  Then again, low-level electronics in real life is quite a bit more confusing than this....

Something much less confusing is using a non-inverted VTS to make a simple set-and-hold flip-flop.  This doesn't involve any inconsistencies.

I also realize that some people (ahem, Mr. Zed) are using some of these "nuances" to make really hard houses that have remained unbroken for days.  I'm pretty sure that the only way to make progress in cracking such houses is to replicate pieces of the circuitry in your own house and play around with it to figure out how it works.

#1115 Re: Main Forum » Thought about how to fix "stuck" houses » 2013-05-30 21:30:20

Yikes, thanks for noticing that hole in my thinking there.

Yeah, duh, pets falling into pits, etc., are a cornerstone of many one-time-robbable designs, and resetting living pets wouldn't change much.

Actually, looking at the top houses in the current world, it seems like many of them are being visited by their owners regularly.  There's only one that is actually "stuck".

The others are just really, really hard.  Two that I've examined exploit the nuances of voltage-triggered switch behavior in some pretty extreme ways (even I didn't know they could be used this way...).  So, yeah, blueprints don't ruin anything on that front.

So, maybe the problem is just lack of money coming into the system to feed the smaller-scale good houses.  Upping the hourly salaries could help this (recall that from v6 onward, salary is only paid if your house hasn't been successfully robbed yet).

More thinking needed here.

#1116 Main Forum » Thought about how to fix "stuck" houses » 2013-05-30 18:27:52

jasonrohrer
Replies: 17

I think the ease of making one-time-robbable houses is a big problem.

There will always be a scarcity of houses to rob in this game.  Each user supplies only one house to the game, but each user, on average, wants to rob more than one house.  Thus, the robbery appetite will always out-strip the supply.

Houses that can no longer be robbed (that owners haven't returned to to fix up) are annoying, yes.  The Ignore button helps with this.  But they also add to the scarcity problem (one less house as a viable robbery target).

Why is damage from a robbery ever permanent?  Because I want the owner to have the experience of coming home and discovering damage.  That's a thematic reason more than a gameplay reason.  Gameplay-wise, it would be best if each house reset fully, post-robbery.

But thinking about the one-time-robbable issue, it really centers around animal movement.  Currently, after a successful robbery, animals stay where they are at the end of the robbery.  Sometimes, these new positions makes the house impossible.

Thematically, it seems sensible that the animals would return to their starting positions, assuming that they're not dead.  So, maybe you'd come home as owner and find a few cut walls and dead dogs, but the living ones ran back to their dog beds.  You'd watch the tape, see the walls cut and dogs killed, and see other dogs chasing the robber.  No big inconsistency that they're not exactly where they ended up on the tape.  (Note that family return to their starting positions already, anyway.)

So, is this a fix for the problem?  Have all living animals reset positions post-robbery?

Yes, a house that breaks after a robbery is possible (if the robber cuts a wire on the way, for example).  But you can't count on the robber doing that (because, by design, the house must be passable without cutting anything at all).  What changes is that the "true" path through the house will no longer be able to leave the house in an unsolvable state.

Thoughts?

#1117 Re: Main Forum » state info text on blueprints » 2013-05-30 12:57:44

Good idea, Matrix, about the "scribbled X" on the blueprints to show something modified.

That would thematically help it make sense to be a different color (like something "penciled in" on top after the blueprint was made).

#1118 Re: News » Version 7 Released » 2013-05-30 12:53:23

Yeah, something like this is coming.  I just need to figure out how to do it to make it legible.  I've thought about doing it with a different color, but I'm not sure that I like that (because I like the consistent look of the blueprints).

#1119 News » Version 7 Released » 2013-05-29 13:25:31

jasonrohrer
Replies: 5

This is a small update that fixes several issues that popped up in version 6.  The most noticeable improvement here is in the shading of walls in the blueprints.  Consider this blueprint from v6:

8882715274_9c760a182f_o.png

See how the snaking walls are hard to read?  What is wall, and what is empty floor?  In v7, with wall shading, reading this blueprint is much easier:

8882715330_1fe2192d26_o.png

There's also a new "Ignore House" button, which lets you hide an uninteresting house from the list.  The house will reappear on your list whenever it changes in a substantial way.

A full list of changes can be found here:

The Castle Doctrine Change Log

#1121 Re: Main Forum » state info text on blueprints » 2013-05-29 08:06:19

Yeah, this is a possibility.

However, as DrNoid points out, it would require collaboration from a robber to pull off (or VERY clever planning).  Regardless, it essentially is a one-time-robbable strategy (even if you collaborate, your collaborator has to make off with half of your money or kill a family member for it to work). 

You could also imagine someone rebuilding AROUND some cut wall from an earlier robbery to use it in a misleading way.  Pulling that off would involve quite a lot of cleverness and luck, of course (counting on some robber to cut some wall).

So, I'm guessing that while some people might be able to do this once in a while, it won't become a dominant strategy because it can't be done all the time (and especially not to thwart the first robbery).

My only concern is that it still leaves the game open to one last kind of "cheating":  by modding the client to show the actual map instead of the blueprints, a player could get a slight advantage in some cases by being able to see this extra information about damaged stuff.  I may figure out a way to fix this eventually (even if I don't redo all damage graphics in blueprint style, maybe the extra info could still show up in the tool tips, at least).

#1122 Re: Main Forum » Some thoughts on v6 » 2013-05-27 12:07:27

Interesting that (iv) is only a problem for paintings if someone "tripped" the only-rob-once house by reaching the family (thus saving the house state but not getting the paintings).  If a house becomes unsolvable after a vault run, then the paintings aren't there anymore.

I like the rich/poor binary that you suggest.  Thematically rich.  However, it might be harder for people to get their head around.  A slow decay with each new life would be noticed gradually... like, "Hey, didn't I start with $6000 last time?"

#1123 Main Forum » How to build logic gates » 2013-05-27 12:03:14

jasonrohrer
Replies: 0

Thought I'd share this for anyone interested.  OR, AND, and NOT gates:

8857302091_42a22eb733_o.png

Simpler versions of these gates are possible (like, just cross wires for OR), but these versions prevent backflow.

Obviously all the power boxes aren't needed (they could all be wired to one power box with wire bridges, etc.), but I included them for clarity.

#1124 Re: News » Version 6 Released » 2013-05-27 10:50:55

Yeah, dog must step off first, then step back on.

Obviously, this means some houses can only be robbed once (but they must be fixed up by their owner before the owner can resume playing the game).

#1125 Re: Main Forum » Dog movement rules » 2013-05-27 10:49:23

You're actually saving me from having to sourcedive in order to answer this question.  smile

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