Discuss the massively-multiplayer home defense game.
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I think it'll be more of a problem to experienced players, who always scout out all houses before choosing the most vulnerable one to rob...
Now that I've actually played a bit more under the new system, I have to say that it ruins the game, plain and simple. I hate games where, if you die, you have to wait before playing again. The current chills mechanic is just that; within one or two deaths, I'm locked out of the entire neighborhood! Then, I only have the starting $200 to build with. I can't rob, because there are chills everywhere, and I don't want to log in every 10 minutes. So I have to leave and come back in an hour.
This game used to be about building creative traps. Now it seems to be about building "scary" traps that people leave before attempting, or, more importantly, building traps that are expensive to break through. Why? Because now getting somebody to leave is nearly as good as a kill, because your house still gets chills from that robber's later death. For example, look at this:http://castledraft.com/editor/FG4nwa. This house is simply far too expensive to get through (once robbed once) considering its new worth, and would be left on the first or second step. However, if the robber died in another house, a mediocre once-robbable house would get the chills too.
I like building houses that lure people in, and, via a complex system, manage to fool them into such an unescapable scenario such that, no matter how many tools they brought, they're screwed. Now, something like that would cost more than the net worth of the neighborhood.
The problem with this "ladder to climb" ideal is that there is no incentive to rob a house above you when you go though less risk robbing low level houses. I have no idea how to fix this.
When looking through diagonals, animals can see you at some angles and not others seemingly arbitrarily. This means that houses can force robbers to try and guess when and how dogs behind diagonals will move, as opposed to simply being able to deduce movements from seeing the setup, as the changes are supposed to allow.
It's an obvious consequence, but it undermines why animal movement was changed to sight-only in the first place...
I found two "bugs" with animal movement:
1. Animals can see through the space between two diagonal walls. So can the player.
2. Animals can take a step out of view radius. This is a problem when cats walk off the edge of the screen and hit buttons. Bit locks again!
Hope these get fixed soon, because right now all the top houses are relying on them in ridiculous ways.
Firstly, another reset needs to happen, as there are so many now-unbeatable houses that had many pits from back when they were $200.
Also, I doubt this will fix anything. What we need isn't more expensive tools, it's (relatively) less expensive tiles! I say we make starting cash $6000, revert back to old tile prices, and use the 3x tool prices in place previously. This would make building a trap with starting cash viable again, and make robberies about upgrading your defenses, not about attempting to acquire any.
The end effect of this would be more houses to rob, all with a semblance of defense. Because frankly, a game where you're forced to have minimal security, which is only successful because others are forced have limited means to overcome it, isn't fun! I want to be able to build complex stuff, with tricks and side routes and circuits, and this just is limiting my options as a house designer too far.
I really liked the first one. This new one seems so... off. Yeah, the game is dark, but it's supposed to be fun, not depressing.
This is all to complicated for my liking. Here's what I see the root problem as:
Currently, it isn't possible to build any semblance of strong defenses with $2000. While $2000 used to be able to build a decent house, which could be expanded later, $2000 now builds barely a framework for a house, that must be fortified very quickly or else you'll be robbed. What I want to do is make a functioning trap with starting cash, that can be perhaps fortified later, not a cobbled together piece of once-robbable nonsense.
However, I think the tool price/starting cash ratio was good in v15, so I propose this:
Make starting cash $8000, with tools at 4x prices, but keep tiles at the same price. (Alternatively, use $6000 and 3x tool price.) This would allow real house building to take place at the start. Because, right now, I have no time to realize my ideas for a house before it's robbed.
Here we go, v16 houses now! This design could've amounted to something, and took me a some time to build, but once I was away for a long amount of time people simply used 2k to break my house and get >100$.
http://castledraft.com/editor/dRbko0
Okay, you or somebody else spent $2000 to rob me for $80. That's ridiculous! Currently, $2000 is so more powerful as tools than as a house that it's hurting the game. Unless that changes, I'm probably going to be taking a break after my house falls, because I don't feel like I'm going to have a chance to build anything new before it gets destroyed by people's new lives that they're just throwing away to irk others, instead of using them for any legitimate reason to further their position in the game.
I'm sorry to the late Ronald Scott Henderson, but he deserved it. Nobody robs me! *evil laugh*
Actually, now that I look around, I probably will soon. I'm the only house on the block.
Also, now that I showed that off, everybody will know which of the new houses is mine. ![]()
Anyways, it seems pretty good so far! I haven't seen a magic dance yet!
Well, I would take all your sweet money...
but the server's already rejecting my v15 client. ![]()
I see a bit of a problem posed by this new design of "floors conduct power". Even with animals following only on sight, some pretty devious designs can be created, like this one that I whipped up: http://castledraft.com/editor/yzUUWM. Frankly, I think all that'll happen is that houses will gravitate towards hidden combo dances (where you see the animal and buttons, but the combo is offscreen) along corridors of floors.
Not sure how I feel about this. Yes, there's added protection, but I can often get a house to survive the first night with the current salary anyway. Also, at times when the house list is filled with magic dance houses, my salary is the main source of money to build with, and it might be boring to take it away; you don't have the money to rob a house that can only be brute-forced, so you can't build with stolen money, but you also are earning so little that you don't get any building money there either.
Maybe using salary to build with isn't supposed to be a part of the game, but I'm worried that this change might stagnate the economy. If it doesn't harm cashflow, it's a good fix, as it helps newer players.
I don't think limiting power "range" will do much (if, by range, you mean that power can only travel a certain distance), because, using animals, two circuits can be "connected", effectively making the power travel further than its limited range. http://castledraft.com/editor/jXTWvq.
And there's something nobody thought of. ![]()
I think that these changes would push house design towards trying to prevent somebody from discovering and utilizing your house's weaknesses, rather than making a house with no weaknesses. Sure, with a full house map you can tell how to cheaply rob the house, but, if the house if a mass of corridors and dead-end traps misleading and threatening to kill you, that perfect solution would be hard to find as a robber.
I think that the big problem with these designs is pricing. For these new concepts to work, either tiles need to get cheaper, or tools need get more expensive (with higher spawn cash as well). For example, I tried a $2000 house: http://castledraft.com/editor/w2WgHP and a $4000 house: http://castledraft.com/editor/YMFU9o. Neither of these can stand up very well to many tools... the $2000 house can be safely broken with $200, while the $4000 house would only cost $500. If these could be more balanced, things might work better, so the player has an incentive to optimize their tool use to get a good profit. For example, if the $4000 house has $1500 in vault, and ladders cost more (say, $1000 each), using two ladders on the two trapdoors becomes ineffective. Therefore, there would be incentive to minimize tool use.
Also, maybe the animal movement doesn't have to change.
What if animals can still follow you from behind walls after seeing you, but power can't propagate through walls or through traps? Then you could still have:
http://castledraft.com/editor/HaPPzl
Which can obviously be bypassed by 2 ladders. Still a magic dance, if you want to try it without tools. But you could scout it for half the price of simply breaking it.
This type of trap can be strengthened through multiple circuits, like this: http://castledraft.com/editor/8XZpcy
Using pit bulls as well makes the trap difficult to scout; it requires either $4800 to brute force, which is more than the starting $2000 or $4000, or four scouting runs, each with a ladder and meat, and with the dance performed correctly each time.
Interesting. I'm worried, though, that the $4,000 will only allow people to start with secure magic dances instead of having to use cleverness to start off with a good house. However, I guess that the "free vault" isn't really clever...
My favorites are Prism, Ko, Obviously a Major Malfunction, and both Skys.
I just robbed Mr. Rogers.
It's a beautiful day in this neighborhood,
A beautiful day for a robber,
Would your money be mine?
Could your paintings be mine?
It's a robbery day in this beautywood,
A robbery day for a beauty,
Would your money be mine?
Could your paintings be mine?
I have always wanted to have a pit bull to maul you,
I've always wanted to live in a neighborhood with you.
So let's make the most of this beautiful day,
Since we're together, we might as well say,
Would your money be mine?
Could your paintings be mine?
Won't you be my robber?
Won't you please,
Won't you please,
Please won't you be my robber?
Blip, I must confess that I don't understand your first example house at all: http://castledraft.com/editor/U5SZLK
Is this possible as it is? And what is the purpose of the second power source (the one on the inside)? It's connected to an off switch, but nothing else (unless windows conduct electricity now)?
My bad! I fixed it: http://castledraft.com/editor/2wxoEx
This was meant to show that a combo lock design could be managed in a very limited tiles, with no voltage triggered switches or wired walls, and with dogs following only on sight. The purpose of the dogs is to make "needed off" buttons possible - if the button is pressed, the door shuts and the dog can't get to the button. I just made that to prove a point that combo locks can exist in nearly every circumstance.
One idea that would completely change things up would be an expensive tool that allows you to place your own power source. This would make rows of pits less useful and allow for more interesting solutions than simply placing lots of ladders.
Blip: I'm a bit confused by your design idea - http://castledraft.com/editor/BznObk. If this works it seems that the current electronic setup is broken - power shouldn't be able to go through a voltage inverted switch if the same power will also trigger it (turn it off).
I like your tool idea, though it might be a bit overpowered. Maybe a tool that lets you place wiring, like Ludi said, would be a better fix. If you can access power, and have the wiring, you can power anything else.
As for my house design, it uses looping electronics, and I assure you that it works. There are a bunch of old, v6 era threads about it. How it works is that the bit is triggered, permanently, if you walk across one of those buttons.
Finally, on how to encourage mazes: The problem is that mazes exist purely in the physical house space, where the robber can take, say, one path out of 30. A combo lock or magic dance, with 10 or more buttons, results in the robber trying one solution out of thousands. Mazes are therefore at a distinct disadvantage, and making walls cheaper won't change the inherent lack of security of a maze.
Here's what I see the problem as being: newer players need more house security, as they don't have the experience to build the fortresses that more experienced players can. Experienced players, on the other hand, need less security, as our fortresses often rely on so much hidden information as to be not fun at all.
A change like this might simply make building a secure house impossible without pit bulls, but I doubt it. We just have to think outside the box about designs.