Discuss the massively-multiplayer home defense game.
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I think its perfect. Basically nothing will change for most of the people and weird stuff will be gone :-) (at least for now ;-) )
All that being said, it's hard to gauge how much room is worth using on something that doesn't bulk up real defense.
I usually build the starter house in a way where the exit door (vault door) are located at place where I can start building my predesigned house. This way people still see the inviting starter house, but at the end they will find something else
and as soon as you have all the remaining place filled with parts of your predesigned house just change the entry to the predesigned one, finish the gaps and you are done. You have house that you wanted. It took a few days to do it, but there it is.
MMaster it wasn't a problem before, I could rob 5k-10k houses with a few deaths, but houses are so hard now, especially clock houses, even in that range that I get three pages of purple houses and nothing to show for it. I know part of it is that I'm just not a very good robber, but it's still souring me on the game. I enjoy building but I don't get to, because I have no money.
To be honest I have almost all my money just from building. I don't enjoy robbing as it's too risky. Just build your house to be more inviting and don't be impatient. I usually get ~$18000 a day (no matter how early/late in the game).
Tip: most of the people coming to your house until you are at more than $30000 are going to have tools for $2000 or no tools at all. So 5 saws at most. It's not that hard to protect your house against that.
I have never used clocks in any of my houses (when I don't count testing) and still was able to get to top 10 several times. I think clocks are nasty for robbers, but also usually easily discoverable before taking any risk.
Brilliant! That's the "Top" button everyone wants, already implemented.
Yeah!
But it disappears as soon as you use it ![]()
Hi,
as the subject says I think this is not intended - when you are at house list and press "unignore all" it will jump to first page instead of page where you should be by default.
You're so scared as you leave the house that you drop your backpack in the street, where it is scavenged by vagrants.
Haha. Good one. Even though sometimes its more like a Santas bag instead of backpack :-)
MMaster wrote:I'm not sure I understood what you wanted to say. The problem is not wireless stuff, but problem is that Jere used it?
No. Problem is the fact that you can see whole circuit there and as the game rules stand by now circuit should power up those trap doors. If there would be like i said a wireless receiver tile between power source and everything else - yeah it would be ok as player could suspect it might do something unexpected.
Right. That is the problem that needs to be solved and that is why this whole discussion is happening :-)
MMaster wrote:jere wrote:Yea, tell that to the people coming into my house. They don't learn the trick in my house and they don't have a hope of trying it in their own without some help. They have no route to learning how this works and I don't think we should expect them to either.
When I played minecraft I had no idea how people do thousands of things and the game didn't tell me and it still doesn't. In that case the key is community and I think this game has great community. We have nice wiki, castledraft, lots of posts on forums explaining all of the things (and I thank you all for that - it's great). The game is about making traps where you have to think, nobody will tell you all the possible traps that you can make as that would make the game boring.
I think it's just the question what kind of game Castle Doctrine wants to be and what is the target audience for it. You can't make game for everyone (unless you make Angry Birds).
The problem here is not the wireless stuff or learning what you can do and what not. Yeah i would love to see wireless stuff, but then it would have to be usable item - transmitter tile and receiver tile. The example Jere used is just plain and simple cheat. There is absolutely no logic. Just a "feature" abused while player believes in rules that has been presented to them on wiki. Imagine an empty floor tile sprite that is actually a pit. Player moves over it, falls through concrete floor and dies. This is exactly that.
..Or you can update wiki to say that you can't believe anything you see anymore. Oh.. But thats a complete different story called Matrix.
I'm not sure I understood what you wanted to say. The problem is not wireless stuff, but problem is that Jere used it?
I think we all agree that breaker circuit is not fine for this game, but that does not mean that we also need to remove all substeps stuff. I thought that's what Jere was saying in post before - that substeps are hard to understand for new people.
The whole sub step thing and wireless power completely breaks down that simplicity and consistency. People should be able to get by on understanding the basic functionality of each component and not having to read the source code.
I think one of the entertaining things about this game is finding out more and more stuff that can be done and the more you play the more you learn. Giving everything on a clean plate to the players takes away part of the fun in discovering the game mechanics.
Yea, tell that to the people coming into my house. They don't learn the trick in my house and they don't have a hope of trying it in their own without some help. They have no route to learning how this works and I don't think we should expect them to either.
When I played minecraft I had no idea how people do thousands of things and the game didn't tell me and it still doesn't. In that case the key is community and I think this game has great community. We have nice wiki, castledraft, lots of posts on forums explaining all of the things (and I thank you all for that - it's great). The game is about making traps where you have to think, nobody will tell you all the possible traps that you can make as that would make the game boring.
I think it's just the question what kind of game Castle Doctrine wants to be and what is the target audience for it. You can't make game for everyone (unless you make Angry Birds
).
MMaster wrote:Immhotep wrote:You get the unused items only if the robber died at your house... If they leave, you get nothing.
Wow really? When did that change? I had always lost all the items when I left
The robber still lose the items if he leave the house but the house owner only gets the unused items if the robber is killed in his house, including suicide...
That's good to know. I never actually even thought if I get items from people that leave the house. So basically as you run out of house that you couldn't rob you throw all items to a dump
Or is it something like a sacrifice that goes to the gods of Castle Doctrine? ![]()
The whole sub step thing and wireless power completely breaks down that simplicity and consistency. People should be able to get by on understanding the basic functionality of each component and not having to read the source code.
I think substeps are completely understandable and consistent unless you hit the limit which is high enough to not be hit by accident. Without substeps electronics would be easy to understand, but hard to use for any advanced electronics, or on the other side very easy to use for advanced electronics like clocks. I think one of the entertaining things about this game is finding out more and more stuff that can be done and the more you play the more you learn. Giving everything on a clean plate to the players takes away part of the fun in discovering the game mechanics.
Here's the thing. Jason is going to have to patch this. And it's going to be a major release for what appears to be an obscure bug. I imagine a neighborhood reset will be needed because the rules will have changed.
That depends on the way how will he fix it. If the fix would just make wireless transfer impossible/impractical and everything else would work like today then nothing would need to change as the only thing that would be influenced by the fix would be the breaker circuit or circuits that span for more than 32 substeps. We want to get rid of breaker. Circuits that need more than 32 substeps are not usable even today and it was good enough until now.
If you come to my house and get past the first couple of traps, you might come to a room that looks like this:
http://castledraft.com/editor/kYOY7N
It's not hard to get through... but you have to take a pitbull with you in order to get past the next commit gate.
I'm curious if anyone finds a solution other than the one I have in mind.
Very nice. That gave me an idea to make rotary switch grid where you need to switch them to make a specific path in order to disable some trap later in the house. But still it's very similar to toggle switch grid.
EDIT: btw. the solution is quite easy to figure out - when you go from bottom left: up, right, right, right, down, up, up, up, right, up
EDIT2: I missed the pitbull
With pitbull it would be harder ![]()
I think it's mainly usable for saving up some space, but otherwise everything that rotary switch can do can be done with toggle switch and some gates.
You get the unused items only if the robber died at your house... If they leave, you get nothing.
Wow really? When did that change? I had always lost all the items when I left ![]()
EDIT: How about disabling the component that triggered the event where more than 32 substeps are needed? If that would happen at the beginning the house would be refused to be self-tested. If that would happen during robbery, you can cache electronics components that changed state during last turn and as soon as you find out that > 32 substeps are needed just reset those electronic components back to state where they were before and stuck them at that state and do the computations again.
This would stop clocks working after trying to trigger the breaker but there are much easier ways to do that. Maybe you would be able to make unpressable button, but the doors that are supposed to be closed would be closed unless connected to the circuit somehow.
Just bumping my own stuff
- Isn't this the way to localize the misuse of the breaker? No special detection is required and it will actually solve the problem. Even if there would be some magic to find out localized circuits the ones where there are more than 32 steps would be glitched so the result would be very similar. Using this even connected circuits will work without problems. Can someone see any way to abuse this?
EDIT: It's quite easy code change and I can probably even make a PoC code for this if someone would be interested to test it.
I think that the solution that was mentioned near the beginning, to check electronic loops locally, is the cleanest one. It takes away the main purpose to abuse the electronic system, and it fixes most of the "directly connected to power but unpowered" problem.
What happens with circuit that hit 32 substeps? And what happens when that circuit is connected to otherwise disconnected section of house by pressing a button? Cannot it still be somehow abused?
MMaster wrote:Another possible solution is to find out how many substeps are needed for the worst case scenario on the available house space and test if setting limit to that value is going to be problem for the performance.
This worst case is at least millions, maybe trillions (just put in oscillators with with various prime numbers periods)
Oh right. Silly me :-) So I guess the only real solution is to have just single step. The electronics will change a lot with this
e.g. clocks will be much easier to make. Alternating power will be question of just 1 paradox circuit. No more pulses through electric floors to protect your walls or trigger trap through seemingly unpowered button, etc etc
it makes me sad.
EDIT: How about disabling the component that triggered the event where more than 32 substeps are needed? If that would happen at the beginning the house would be refused to be self-tested. If that would happen during robbery, you can cache electronics components that changed state during last turn and as soon as you find out that > 32 substeps are needed just reset those electronic components back to state where they were before and stuck them at that state and do the computations again.
This would stop clocks working after trying to trigger the breaker but there are much easier ways to do that. Maybe you would be able to make unpressable button, but the doors that are supposed to be closed would be closed unless connected to the circuit somehow.
Another possible solution is to find out how many substeps are needed for the worst case scenario on the available house space and test if setting limit to that value is going to be problem for the performance.
Yeah, that is a solution!
"The electronics overheated and you died in the fire."
So... a home owner wouldn't do this on purpose, because they would lose everything if it was ever triggered (even if they skipped tripping it themselves, a robber could trip it and burn their house down). Any chance of someone doing it by accident, though?
Accidents happen even in real world ;-) I think the chance is really small as nobody has come up with something like this until now. If it happens to anyone by accident - bad luck :-)
jere wrote:In fact, pushing this idea to 11 would mean just doing 1 electronics step per robber step. Then even the simplest paradox circuit would flip back and forth as the robber walked around.
While this would mean a bit of waiting around, wouldn't it make things a lot more intuitive? The fact that we needed a mod to show substeps is worrying. Especially because it all is a little arbitrary and based on these magic numbers.
I also love the idea of one robber step (or tool use) = one electronic step. There would not be hidden substeps anymore. It would change a lot electronics design, but would simplify the whole thing, and probably would still allow complex and interesting use of electronics.
In that case I was thinking about adding mid-state to the circuits - single pulse. So it would be either powered, unpowered or single pulse. I think it can be used to at least partially emulate paradox circuits even in world where 1 step = 1 substep.
Wouldn't the electro-breaker break the clock itself? Unless you tried using the off-state from the breaker itself to force the clock to step, which may or may not be possible (not sure exactly what the crazy properties are yet), you would just end up with the clock unable to step after the breaker goes off.
I thought about clock that would trigger the breaker after certain time when I read it.
If there was no loop detection and everything was simulated for N steps per turn (and took on the final state), then all the electronics would make perfect sense and wireless magic would be impossible.
I just had exactly the same idea. If 1 step would be e.g. 8 substeps and the substeps state would be carried to the next step it would be perfect, but I'm not sure what kind of contraptions would appear after that :-)
1) if you give the bot the full map, what is to stop the bot from simulating the environment and brute forcing the house offline (inside a castle doctrine simulation or on a separate server) without any risk of death on the bot server? chills would not be as relevant, either.
The idea is that the bot will simulate the environment locally and execute only the final solution. That by itself would be great achievement. When we talked about it in other thread the complexity of all the traps/electronics/animals in house together is really really high. We were talking about brute force solution and even though the problem is certainly solvable, jere was right with his calculations:
4^2000 is a decimal number with 1200+ digits
That was very basic calculation of number of possible steps that need to be evaluated by bot in house where maximum number of steps from start to vault is 2000. Of course the numbers are not exact :-D, but you get an idea why it is difficult to do it in short time.
I would be interested, but I don't have time for it
However I can help with the game sources as I'm quite familiar with them already (I'm running my own modified server for testing) so if someone would be interested in how to parse house maps, how to build move list, how to simulate the move list on the map, etc. I will be happy to help. I can also provide the server if needed.
From my experience this has no future as there is very small group of people interested in and capable of implementing bots for games. And as others have said it is certainly not an easy task for this game. If you can get enough people interested I would suggest to make a team that will together try to build 1 bot program :-)