Discuss the massively-multiplayer home defense game.
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Having several servers, at this point in time, wouldn't really work, when there are only 15 houses in total. I think that the problem is the inability of newcomers to even see what's killing them - it's hard to figure out what the magic dance even is when the actual wiring of all magic dance houses is inaccessible. This is made even harder by the fact that, even when wiring can be accessed, it often can't be easily deciphered by a newbie. Having a background in electrical engineering and firmware has given me a big advantage, and because this game is so difficult, I try to capitalize on it by making my house's wiring undecipherable to anybody but an expert. The problem is that making houses that are difficult to newer players is harmful to the game, but advantageous to the players doing it. It's similar to reasons why the recession hit America - banks were harming the financial system, but had no incentive to stop because they were making boatloads of cash.
An ideal system would result in a supply of novel, yet solvable houses, where the incentive is to making houses that are interesting.
I thought about this for a bit, and came up with a simple wiring lock - a button on the wiring that, if deactivated by a player walking over it, flips a bit storage unit and breaks the trap: http://castledraft.com/editor/BznObk
In this example, the sticky button activates the pit. However, if the player attempts to walk down the wiring, they have to walk over the other buttons. Even if these are reactivated, the bit still stores the fact that they were turned off, and prevents the pit from activating.
1. Power can't pass through walls
I don't know. I really don't like this aesthetically. The hidden "circuit room" concept is just so awesome. Like stumbling into the bowels of Aperture in Portal.
I think that having wiring not pass through walls improves this feeling, because the player can actually access the circuit room and learn from it. Currently, most places that contain the logic are full of steel walls, making discovering what's going on very difficult.
I fleshed out colorfusion's proposed combo lock, like this: http://castledraft.com/editor/Zg4ajL, and realized that, while it may be impossible to solve at a glance, it can easily be broken. Laddering over the first trapdoor gives access to the wiring, which, with the dog drugged, can be simply set to the now visible solution.
If you simply eliminate wiring through walls, people will begin using traps as wiring; for example, having power flow though an alternating line of trapdoors and electric floors. This will only hurt the lower houses, who can't afford to wire their houses with anything but normal wiring, and are then at a severe disadvantage. As an example, I built a combo lock without many of the things people claim need removal: No wiring through walls, no voltage triggered or inverted switches, animals with line of sight, etc. http://castledraft.com/editor/U5SZLK
Instead, I propose a trinity of changes to fix these problems, the first two already being considered:
1. No wiring through walls.
2. Animals follow using only line-of-sight.
3. Traps cannot conduct electricity - power, instead of flowing through them, stops there. In a line of trapdoors, each would have to be hooked up to wiring to function. This would force wiring to be accessible, instead of being hidden behind the trap.
An example of a simple trap designed with this system: http://castledraft.com/editor/L2cyyX
As it stands, you can LOOK at a given map state and compute in your mind what will happen next, and I think that's a good thing.
Regrettably, this is not true currently. Using complex electronics, two states that look identical, with the same buttons pressed, can be very different. Also, when it comes to the scent values idea, it could be shown by mousing over the tile. The problem I see is that it would be very complex and make very little sense to newer players.
My plan is to revise the tutorials as major changes came out. When I make a new set, I'm going to delete the outdated set to avoid confusion.
So I think the most important thing is deleting the old videos (whoever made them) or marking them as outdated, and make some proper tutorials. I'm not a video guy myself, but I'm sure there are some much more competent people in this community.
I'm starting work on a set of tutorials tomorrow, when I'm home from vacation. I'm planning three videos: Basics, Advanced, and Electronics. Each would be aimed at a different segment of the player base, with the mission of expanding general knowledge about the game, and helping players not feel trapped by their lack of understanding of the very devious traps that are installed in the neighborhood. Here are some proposals; feel free to make any pointers or correct any inaccuracies I claim to be true, as I want these videos to be as correct as possible.
The Basics video would discuss the construction of traps, starting with the basics of walls and pit bulls, then moving on to simple power and the three trap devices. Pressure plates would be introduced, along with the idea of using them with animals to create dance traps. VTSs and VTiSs would be explained, with examples for usage (not including looping electronics). The mechanics for death in self-test would segway into robbery itself, and strategies for avoiding death and scouting houses.
The Electronics video would cover looping electronics, including bits, counters, and adders. Various devices would be constructed, probably ending with a discussion of the CDHDD, the nonrewritable bit storage method I developed here. I might bring up some of my currently secret work on rewritable storage, which seems to have massive trap potential.
The Advanced section is troubling me the most. I have most of the trivia down (using a Chihuahua at your feet to avoid pit bulls, the switch-electricfloor-pit combination to make somebody commit to a path while chased, etc...) but I need a bigger swath of overall strategies to bring up other than mine. I'd love to hear some of yours -- do you rob first, then build? Or build, then rob slowly (or go for a big target right away)? I think that giving newer players examples of the strategies of those more experienced would do much to help them get better, and help the game get better with them.
Well...
I don't know if the neighborhood has gotten even harsher while I've been away (on vacation in Paris with no laptop), but I will say that the game has only gotten harsher over time. I started in early v5, and back then, it was easier, as we all were new to the game. Over time, effective strategies and meta-strategies developed, and, while current players learned these as they came about, they represent a steep learning curve for the newer players. While previously, new players only had to understand the basic mechanics to be successful, now knowledge of more complex parts of the game are required: mainly magic dances and electronics. Once I get back home, I'll try and make an in-depth tutorial video, dealing mainly with the electronics side of things, as I know my house will have surely fallen within two weeks away and I'll have a clean slate house to record with.
Logging into TCD in the morning is a dreadful thing. It's not about if, it's about how bad you have been burgled.
I agree. Here's my biggest problem with TCD as it stands now: brute-force profit. This is my term for when a house gains enough money that simply cutting through all the walls, or tooling through all the traps, results in a net profit for the robber. When a house costs $10,000 or more to brute-force, that's not a worry, but, to the poorer players, whose class I joined recently
, it makes building a house difficult if you can't log on every hour or two to use up the money you earned. With a house like the example bey bey showed, that could mean a brute-force profit margin of $1820 at its least efficient. At its most, only $200! That means that any player can log in and net a profit off your house 90 minutes after logging out with 0$ with a wife, or 260 minutes (4 hours 20 minutes) with no wife, even while brute-forcing in the least efficient manner.
This point has been driven home to me by what happened to two of my houses, about a week apart. One contained a well-built trap, which I began with the starting money and added more to as I earned, via salary or robbery. The other contained a worse trap, but one that was positioned such that my only option was to fortify it. House #1 was somehow spared on the first night, with nobody reaching my vault, but somebody getting to my wife; House #2 had a similar fate. However, I used my money in House #1 to built a foolproof trap: easy to die in, impossible to escape from without breaking the trap that activated the pits leading to the vault - 6 of them, preventing anybody from getting at my money. In House #2, I spent my money from that night exclusively on fortifications - 21 pits, winding around concrete. I managed to get some good steals as well, and added a small magic dance to those many pits, requiring the robber to turn back a certain number of steps or the pits would kill them.
Both of these houses stood up for a couple days, but House #1 had the shorter run. Despite having a superior trap, it had a lower brute-force profit margin; somebody simply laddered over my pits once I had over $3600 in salary, from 9 hours away from the game, or from tools from kills. House #2 stood strong for longer as it had a whopping $12,600 brute-force profit margin. The robber who finally took me down did so through a series of scouting missions, dying once or twice, and eventually finding out enough to get though a clean run of my house. This is what, ideally, all robberies should be - using intelligence to get through the traps, and not just brute-forcing over a profit margin, because, frankly, its more fun for both players. I was impressed by the guy who robbed me, and I bet he felt good too. Anybody would agree that it's more fun to have a robbery where you either figure out somebody's house, or find a crack in their defenses where you can break through with only one or two tools and your wits. As a homeowner, it's more interesting to see these tapes than those of somebody with 20 ladders.
In summary:
Actually solving a house is more fun than brute forcing it, for both the robber and the homeowner, but many houses are simply getting cracked because of their brute-force profit margin. Frankly, it's no fun to find your house simply laddered over or cut through, but that's what seems to be happening, and we need to find a solution to make robbing about overcoming traps on the fly, using only your wit and as few tools as you can, not about just loading up on ladders and walking to somebody's vault.
Great job. After reading Kunzelman's piece, I myself began thinking of responses to his claims; all of these were addressed very well in your article!
I'm surprised that you died while fixing your house, dalleck, as I've had my internet drop out entirely while in build mode and still not died. However, that may have been in the initial build mode, before I had a house. Could that make a difference?
Returning to the original purpose of this thread: The design I'm about to show was by far my most successful since v9. I had over $10,000 and many paintings before I was robbed the first time (not including the guy who killed my wife
), days after I first built the house. It evolved from a simple design I made quite cheaply, but then I added more and more, trying to make a more difficult trap. This is what ultimately killed me; I died while trying to add a cat-based magic dance to the later part of the house, which already had a cat. However, I took one too many steps in a certain direction, killing the cat and trapping me in my own house: a childless widower, dying alone in the midst of his own traps.
Here's the staring design: http://castlefortify.com/c/6a84121
And here's what I ended up with: http://castlefortify.com/c/e4c1653
I recently saw that there are multiple paintings down to 1$! I rectified this by buying them and dying like an idiot.
However, this makes the point that there are too many paintings per player. I find myself using my initial 2000$ to build painting collections, get them stolen, and then steal them back so that I can have both the starting money and some nice art. This shouldn't be viable! I don't know how to fix this, but I know it stems from a few problems:
Some paintings are preferable to others; my personal favorites are Major Malfunction, Ko, Prism, Watermelon, and the Sky pair.
There aren't enough players so that any painting is valuable. With so many paintings, only the "best" have become status symbols, while the rest are disregarded.
Lastly, non-liked (by the purchasing user) paintings are rarely bought up early in the auction, and instead are usually selected when cheap by poorer players who simply want a painting.
All this results in a conveyer belt upon which paintings sit on, only being bought up at the very end. Where the end is varies on the painting, but pretty much all players can afford something to put in their gallery. This contrasts to v5, when paintings were reserved for the elite. The simple fix would be to cut down on paintings, or to increase the end price. These would make paintings a true status symbol yet again.
Nice update. Definitely helps lower houses protect their wives, leaving more houses on the list... effectively fixing one problem while helping fix another. Do the new rules apply only to pit bulls, only to dogs, or to all animals? Because if the same applied to cats, it might make for some interesting designs... ![]()
Ah, tools! I didn't think about that when writing my initial post, and couldn't check again once I died. My bad. ![]()
Also, I guess I won't be using that design again.
I think I found a bug. In my tapes, somebody robs me, resulting in an empty vault. Somebody then dies in my house. The next tape has the money re-split between my vault and wife, despite me not logging in between (the death counter didn't reset, so I know I didn't.) What happened? Does death reset the vault money?
My first v12 design, now officially retired: http://castlefortify.com/c/1c4b775
I've been meaning to rebuild and rework this design, but haven't. I figured I'd finally post it here, as it had its fair share of success in the first days of v12 when I designed it. I was second on the list (until some people with v11 riches came back onto the scene after building new houses), and got some kills, especially after somebody killed my wife and broke my trap. Somebody eventually laddered over my pits, spending $3600 to steal about $2000.
It was originally a v11 house, but I added windows and pits to v12-ify it. What I liked about this house was that many people died in it despite being able to see the animals that were killing them! Now, most houses are a cat following a one way magic dance path, with cut detection implemented through wired walls.The only option is to cut through and then write down the dance, come back, and perform it.
Last man standing on permaperma seems reasonable. Something cooler might be in the works, though. A competition, with real money tied to each player account, distributed between wife and vault normally. If you're robbed, that money is taken, and when you die, you get to keep the money you had at that point (or it goes to your killer!).
However, I agree with Matrix that this would only appeal to the hardcore players; what the game needs, instead, are new players. Looking back to when I started playing, I would have been out of a permaperma competition before I even tried to rob a house. ![]()
It seems quite difficult to adapt to the new design, but I agree that it gives the robber more control. Currently, my house is just a version of a v11 house I was working on with windows added, so right now it's not too good for vault protection. I've been working to iron out some of the problems it's been having, and have gotten a couple kills and only been robbed successfully once. It'll be interesting to see what designs start appearing later on; I predict that using complex wiring might come back, at least partially. For example, switches attached to complex wiring can do things that they normally wouldn't, easily trapping a robber. I think that this will help the building side of the game flourish, as the simple tactic of hidden dogs isn't usable, and builders have to come up with new tricks to keep robbers out.
As for the robbing side of things, I haven't been taking many risks lately because of my established house, which cost a good chunk of cash, and my paintings, which I don't want to lose due to a stupid death. Once I die I'll probably try some harder robberies. I will say, from what I've seen, that I feel more empowered as a robber; I can see the dogs that the house utilizes, and try to solve the puzzles in the house from the inside. That is what I think the game should be about in the first place: not being trapped inside a machine that triggers stuff as you walk around without you knowing, but also not about being able to choose your moves ahead of time (as it was from v6-v8). Instead, the robber has to think on their feet, seeing parts of trap systems and having a chance to get in and sabotage them.
Great update. Just one question: can an animal see you from across the map, or do you need to be a certain proximity from them for them to start following you? Because if they can see you from across the map, there will just be a 30-long line of pits before a window for a magic dance.
Ah, the simply dog-behind-you trick. A couple of my houses have gotten 30+ kills total using that method, including a couple of the ultra-rich. I will rarely fall for it now, though, as so many of the lower houses use that kind of defense. They can also be easily broken; crowbar the powered door the dog waits behind (usually) then drug it. Some better dog traps I've seen use that dog to flip switches, making drugging the dog a less useful tactic. However, if the robber is inexperienced, careless, or just fails to see the path of the dog behind them, it would take a gun to get out. And frankly, I have never seen anyone take a gun on a scouting trip. They'll only occasionally be used to kill dogs protecting the family or to kill dogs at range as part of braking an already scouted trap, but not just as protection from a possible dog behind you.
Also, Ludicrosity, that was my trap you fell into (I think). I was using v8-style looping electronics to make switches work in unexpected ways; two "off" doors, connected by a rotary switch, seems safe to step onto; after all, you're only connecting the power of two things without power. However, that rotary switch breaks a circuit, causing power that went across it to do so no longer and then loop around, invert, and power both doors. ![]()
Good point, bey bey. Often, my v9 and v10 traps feature multiple routes, some simply being "kill routes" and some being survivable. My better houses, however, are usually well-designed death traps; Traps like the one I posted earlier (http://castlefortify.com/c/648d5e2) function well because of psychology. Players will often go down and to the right, dooming themselves to the hungry maw of the pit bull above them. The first person who successfully robbed me did so by luck, because they went upwards instead of down-right and happened to trigger the trap properly.
My next house, the second incarnation of which fell recently, fixed this problem by killing any way the player goes. It got over 30 kills total in the first day, and a few more the next morning before I died stupidly after a successful robbery of my house. I rebuilt, and got a bunch more kills before my cat killed me my jumping on the keyboard, hurling the poor little collection of pixels that was me into one of my own dogs: http://castlefortify.com/c/3e1031e
The point I'm getting at is that a house that turns non-committment moves (like checking the bottom-right corridor on my first house, or going either way too early on my second) into commitment moves without the robber knowing until it's too late is a viable strategy. A house like this is also very hard to scout without bringing expensive tools, like a gun, to get your way out alive. My second house finally got cracked over a long period of time by some player cutting walls, scouting, and dying, before coming back later to make similar cuts.
I'm also trying to work on some new house designs to kill smarter players. These would use electronics to turn things on that logically shouldn't be able to without v8-style complexities in the wiring. A good example would be 4 doors, all off, with a rotary switch in the middle. Hitting the rotary switch causes all the doors to close, trapping the player; most players, however, wouldn't expect this to happen, and it would hopefully get some kills that way. Another idea I have involves an important mechanic that differentiates powered doors from pits and zap-floors. I won't say what it is yet, as I might use it in an upcoming house.
I remember robbing your "Doors of Death" house, dalleck. I couldn't figure out how to shut the powered doors and let me get to the vault, so I used two explosives to get the chihuahua at my feet. Then, when I walked through the doors at the bottom, the chihuahua stopped the pit bull, allowing me to crowbar it and take your money.
My favorite thing about the chills mechanic is how it balances lower value houses. A viable strategy that I've been utilizing is building a house that tricks people down certain routes and kills them with pit bulls. People will often come in, seeing that my house is only worth a few hundred bucks, with few or even no tools, and get killed while trying to scout it out. This gives the house protection from that person for an hour, allowing it to get some more money. It results in many lower houses getting kills, but then not instantly being cut through by the next life of the robber who died. However, magic dances for trapdoor paths, a popular strategy among the rich, don't get kills, and therefore can be tried repeatedly by a robber.
This is one of my v10 houses, which I just died repairing. It wasn't an incredible house, but managed to stack up a bunch of kills (over 25 by the time I died) in its various incarnations this past week, the most important being my good friend with a $40,000 house trying to rob me for a measly $500. It's designed around killing robbers, which, with chills added, is a really good form of defense for many houses that can't afford (or, like me, refuse on principle) to adopt the "guess my magic dance or pay your way across these pits" design. http://castlefortify.com/c/648d5e2
Seeing your house, bey bey, I find it ironic that, as the inventor of the button-press counter that your house utilizes, I had no idea that it had one. I assumed it was simply about hitting the switch at the right times to let a chihuahua down a course of pits and floors.
Time to build a death trap! My next house might be awfully...chilly.