Discuss the massively-multiplayer home defense game.
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Just a theory, but maybe Victor or another rich person is the one doing it? One account earning all the money, then another taking all the risks and using the money to take out the houses rich enough to threaten him.
I kind of suspect the same thing, as 50k sitting around in a starting house won't last too long. But then again, it just might with rudimentary scary looking defenses, as it takes only 5 mins or so. With two accounts, a top house could be pumped up very quickly and go back to normal in no time.
I was wondering about Mr Smith since his cash is constantly vanishing, but it didn't seem in tune with the house design psychologically, yet I can't say why. Maybe just because it has been around for sooooo long, doesn't look like somebody who would disrespect the game enough to do something like this.
I really like the idea of delaying the "popping up" of a house. It makes sense thematically as you said and it would thwart this thoroughly. 10 mins would mean that one can only gather 12k in an hour. Seems fair. Then again, a 10k max to be scraped of different lives of a given player also seems more than alright, could be over the time of a day or a bit more, comparably to "chills": Something about that house feels beneath you. Your pride can't take prey that easy...
Yup.
I think it might be that it's just one or two people, so one could deal with it in situ. But it wouldn't solve the exploit for sure, since the problem is the "free 2k", that are much needed otherwise, combined with unlimited tools.
(new thread since it was in an unrelated one)
There have been at least two seemingly unfair robberies that can't be legit lately, on Jere and Dalleck, meaning that a non-existent player got a ludicrous amount of cash together to steal a lot less money than he had gotten somehow, presumably by dual accounts.
There could be overcomplicated restrictions but all I can think of are very complex, unintuitive and, also, Jason doesn't like them.
Probably we just need an "unfair robbery" arbitrator for the time being, as in somebody flags it and somebody with full access (= Jason) has to look into it and decide if that constitutes unfair gameplay. (This might result in temporary suspension or permanent blocking of an account, or both accounts if it was done by some sort of pumping. My theory would be that somebody actually has one working house and another account, so he can first collect the respawning cash into his defended house and probably even convert it into tools, take those with the other and then take out somebody in perfect anonymity...)
The arbitrator would be needed since there is also a legit form of pointless robbery, that would be if Mr. Smith or Marin decided to take out a rival, investing more than they can take away. This has to be legit gameplay of course.
Either way folks, look into it if a house suddenly gains 50k in worth within minutes and it disappears again - that would be our candidate.
Well, idk. We're back to one page of houses as of now.
Just playing as a robber is fine, if done fairly. With a lot of skill, one robber can take down lots of easier houses without contributing anything, just taking cash and content out of the game, but that has to be accepted I guess. But add pumping to the game and this might be what keeps destroying it. It looks like ALL the beginner houses disappeared again, and we're all on borrowed time. That's quite a shame.
Oh man, that's annoying (and pobably one of the disadvantages or the pure ladder-house still: looks solvable with no risk with cash). So the name wasn't one of the currently existing people?
Either way: nice house! The cat thingee is a VERY nasty twist.
Hah! My house is still there and my amusing little deathtrap is raking in the victims (I stole the idea from the guy suggesting the "unexpectedly shutting doors" - kudos). Knowing the character of my deceased wife she'd be very pleased with all the dead men accumulating from my rage... I hope it didn't kill the Dalleck, though.
Yup - deterrents is the key!! I wouldn't step on any powered trapdoor like that, and the concrete says "there will be more concrete". I was once fooled by a house that looked like it would be MASSIVELY hard to solve, scouted a bit and left. Then I returned when it had been destroyed by somebody else and realised that it had ALL been charades. Not much more than what Dalleck showed, but it seemed massive. Something like that will deter and kill enough people for a start.
As another example, a pitbull visible on entering is a huge deterrent. (At least to me.)
edit: slightly improved version (imho) http://castlefortify.com/c/1f29969
bey bey wrote:Well, it's a bit about how one wants to play the game.
At a certain point, I might go for a ludicrously safe house again, but somehow I'd only really feel this is worthwhile with a chance of keeping my family alive. Then, you need some rudimentary security and lots of the "dance, bitch!" options aren't there, unless you're jaded enough to put your spouse and your children right at the doorstep in a horrible neighbourhood...
I have a completely unique 'dance bitch' design which I have been using for 3 iterations now. I will post it one of these days. Keeps my family alive, but not the money-earning dad-robber unfortunately.
HAHA, that's a problem of course...
I'll be interested in that (I also have something in mind and it would be interesting if your solution is similar to mine or not.) As I'll be away for the weekend and my house should be gone by the time I get back to a Computer on Sunday, I might get to implement it. It might be nice to build something that can reach 30-50k again without being broken by the rich kids, but we'll see if that's possible with a living wife.
Well, it's a bit about how one wants to play the game.
At a certain point, I might go for a ludicrously safe house again, but somehow I'd only really feel this is worthwhile with a chance of keeping my family alive. Then, you need some rudimentary security and lots of the "dance, bitch!" options aren't there, unless you're jaded enough to put your spouse and your children right at the doorstep in a horrible neighbourhood...
Wow, this is incredible. Probably the guy set up a house and found out he couldn't handle the neighbourhood.
It's a very sad thing if people can't understand that TCD is at least as much a piece of collective performance art as it is a normal game.
dalleck wrote:bey bey wrote:(The least it takes for those choices is something like this http://castlefortify.com/c/12fad77 if I'm not mistaken).
Yep, by creating the chase condition you are gonna turn away a whole bunch of tourists.
The problem is, if you pick the wrong door, you'll at the most need the robber to pay $200 to get to the vault. In my opinion, it's better to spend all your money making a house that's half-defended before robbing to complete your more expensive design than a fully-developed house that won't keep anyone out after a couple hours.
Well, this was meant to show how one can implement a scary-offy-beginner thing that forces you to make a choice. (As opposed to some attempts at that I have seen lately by new players, that's where the help was meant to go.) The walls are thin, but they are something and will protect probably up to the first 1000$ accumulating in the vault. Expanding that, only one of the paths would lead to the next stage etc. The first cash would have to be put into concrete walls where needed, then follows the "next stage" behind one of the doors. Something like that is a viable way of getting started in the current economy. Especially since where it's 200$ in THEORY, it often doesn't necessarily mean that somebody will just assume it works like that and do it. I know that much from my tapes. It only has to SEEM thick more often than not, especially with a dog scaring off people.
I built a 20k (currently) house on an expansion principle.
I also did it. It's always sweet once you step into a house and figure out a design and its weaknesses by recognising that your first steps looked similar... Often times is that somebody thinks he has forced at least a one-in-three choice upon you but the dog that's meant to be chasing you can be drugged and you can check out all the doors.
(The least it takes for those choices is something like this http://castlefortify.com/c/12fad77 if I'm not mistaken).
It's kind of due to the state of things imho, with three times the players, salaries could be halved or cut even more, so the process of rising to the top would be more balanced in pace. Then again, there were loads of new players torn to shreds by the experienced vultures circling the neighbourhood.
Huhm, for me it's the opposite: you can get a house going with the wife alive, yes, might even be a bit quicker, but after the first night, you're more likely to have lost all. That's because your wife has earned too much money to stay below the radar (and because your house needs to expand more for the wife to be somewhat safe, which means more widespread, thinner walls that nobody will cut through for 2k, but for 8k they will). Probably the mistake is starting in the evening. Build something in the morning and return every two hours or so to invest the cash into thicker walls etc. and one might survive the night.
I hear you concerning the dead family, it's a bummer, I hoped to keep mine alive "permanently" this time, but that might be a pipe dream.
bey bey wrote:I have the same issue with water bottles. Kicking yourself for not bringing $2 worth of refreshing h2o.
I think you will find that bottle of 'water' is actually the bitter tears of your victims. Best not to drink it.
(Homer voice:) Mmmmmrmmm salty.
Also, it might be my own tears when I cleverly blocked a way to escape out of the house and find myself on the other side of it. Why oh whyyyyy?! *sobs into water bottle*
Smart thought, but then again, somebody who solves the puzzle will probably still burn his tools on all walls and animals in sight.
For me, it seems that the problem is that it's not possible to make your house withstand the sort of attacks that come over night as you accumulate 7-10k. You can only make your house so safe in the current economy by playing and that's just not enough to survive the attacks aimed at your newly gained riches. Probably the best defence is indeed to make it one-time-robbable, hide the wife properly and then sit it out for a day or two until you have 10-20k at your disposal. But then again, that's not really playing.
I used to blow lots of cash on paintings at earlier stages (up to 50k or more) just because my house was worth way more than the cash and a robbery with tools was the only really devastating possibility.
Logging into TCD in the morning is a dreadful thing. It's not about if, it's about how bad you have been burgled. (At least for me in the getting-started-phase.)
This time, however, it wasn't all bad since my wife carried the name of an ex-girlfriend I'm not all that fond of anymore. Not so bad I'd leave her corpse lying around, but still...
I guess I owe a thank you to Mr Ottinger, the painting-hoarder, for suddenly making me a lot more fond of my house.
I bet Jason would enjoy the interview questions that would produce.
"TCD II - Stockholm Syndrome"
bey bey wrote:Bey bey has unlocked the "cat lady" achievement by placing 100 cats.
I think I unlocked the stupid @&$#! didn't bring a brick achievement dozens of times.
I have the same issue with water bottles. Kicking yourself for not bringing $2 worth of refreshing h2o.
It's often an important piece of information: If it appears that there is no way somebody could survive a situation without tools, you know that the house is broken, so some mechanics might not be working anymore and there may be no solution (except for tools). Then again, some people leave damage from previous robberies in place to suggest that something is broken which indeed isn't, thus stringing you along.
http://castlefortify.com/c/27a7b8c
This if I'm not mistaken - it would be hilarious if true because the safe would be dangling forever out of reach in front of the robber. My point was only that it would be so much easier to construct. I think we have all drunk the one-time-robbable kool-aid by now (place an electric floor at the end of the magic dance et cetera).
I have a curious question: Can a dog like this be drugged or shot? Around the corner? Because if it can't, there is a ludicrously simple way of building one-time-robbable houses now.
LOL, that's a nice story.
But where are all those players?! After a few weeks away I decided to build a house again but when going out on the block I noticed that there's not all that much going on now. Still, though, there's a few quite robbable houses now and I'd say the balance has improved massively. Scouting is possible with smarts, and the mistakes made are your own mistakes. That's a very good improvement.
Bey bey has unlocked the "cat lady" achievement by placing 100 cats.
I'm sure Jason has something lined up where one can unlock the wife and kids as playable characters via currency input. And for a limited time only, and 50 bucks, play as Chi chi the lovable Chihuaha!