Discuss the massively-multiplayer home defense game.
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You could also put a chihuahua in front of the pitbull. It will fall into the pit and prevent the pitbull from doing the same.
Now you see the point.
Imagine opening a door and finding a dog behind it looking the other way. Certainly it would be weird if it could turn around and take a step towards you in just one move. I suppose the rotation is there to avoid this.
OK thanks. It's just because in your last e-mail you wrote "After launch, you'll also contacted with details about how to redeem the game for free on Steam." That sounded like it would be only accessible on Steam in future.
How about any updates in the future, will I need a Steam-account?
Currently I have six paintings. Three of them are on display in the gallery, the remaining three in the archive, one of those is shown. I can change the one shown with the up and down arrows.
I want painting 'A' to be shown as the one from the archive, but every time I watch my tapes or the house list, when I come back, painting 'B' is there. It's the same behaviour if I choose 'C'. I can't remember the order I purchased them or the price, but I suppose it has something to do with that. Or maybe there's some alphabetical order?
Edit: I just bought a seventh painting. First it was on display at the uppermost position in the gallery. I changed the order and entered the tapes list. When I got back, the paintings were in there original order (newest painting in the uppermost position). I changed it again and entered the house list. Afterwards the gallery was how I intended it to be, but in the archive again painting 'B' was shown (so it's not the newest one that is shown there).
I'm not going to pretend there's a reasonable explanation though.
What if you could choose a profession like dog-breeder, architect or whatever when you start a new life, and this profession comes with a certain set of prices and conditions?
What if the duration of the chills depends on how many tools you brought with you? There are a lot of houses you can't even enter without drugged meat, but then you can have a nice walk around and solve some puzzles without any tools. And if chills are supposed to prevent dumping then there should be some reward to those who are scouting without dumping tools.
As this thread is already fucked up with some disco animations, here's one more.
Oh ok, is that what happens in the tape where Daniel Joseph Daniel (cool name though) dies in my house? Why is the pitbull full of blood? And why does the other pitbull not jump back?
I'm not sure what you guys are talking about, I just made a pitbull walk over an active fence.
You can bypass a powered door with water by shorting the power supply. I did that about 20 times today. What about $2400 water?
I think raising tool prices even more makes the game somewhat unrealistic. A ladder for 1000 bucks? I don't know.
I'd like to bring up the idea again that tool use takes more than one turn. In fact it might take at least two (take it out, use it), but it could take even more with explosives and ladders. And of course animals should keep moving while you use tools. I know, the problem with that was pitbulls coming from safe distance to the tile next to you while doing so, but that can be solved easily the same way it has been solved with dead dogs: they just don't step on the tile next to you while you're holding a tool (I think it would be even enough if this is true to crowbars).
What if animals can't push buttons? Only the robber can operate switches, and of course the right switches will be accessible for him in the right order as proven by the test run.
I don't really like the general idea of this thread. Yes it's true, some designs ar just boring and frustrating. But guys, nobody's stopping you from building more interesting designs. I don't like the idea of ruling out some nice possibilities of this game to be forced to build more interesting houses. In another thread,
I want you to be able to build whatever you want
Well this thread doesn't sound like that anymore.
By the way, interesting is new and creative. With another set of rules there will be another mechanism that everyone will copy because it's cheap and reliable. It might be interesting now, it won't be interesting then.
I think there's another big problem. Recently there has been quite a few threads started by new players complaining about not being able to survive the night. There might have been many many more new players demotivated by this. I've been playing since v5 and I've only managed to build houses to last a couple of days in the past few weeks. With the proposed changes it will be even harder to build a house with starting money that survives a night or more.
Nearly everyone in this forum is an experienced player in some ways. Most of them are experienced builders as well as robbers and they do both. I think most new players start with building, so they don't really mind if there are not too many interesting houses. Also players who are mainly robbers get used to starting over every now and then, so to them death is much less demotivating than a devastated house is to a builder.
So IMHO it's not necessary to make houses more interesting but to help new players survive the first night. This would lead to more players, more houses and hopefully also more interesting houses without forcing anyone to anything.
There might be a clever way to protect newbies from experienced players (e.g. you can only rob houses worth a certain percentage of your own house or more), but in some sense this is a variation of the prisoner's dilemma. It's quite easy for experienced players to rob newbies and devastate their houses, but by doing so they make the game less attractive to a lot of potential players.
Just a quick idea. How about not raising tool prices but having different backpacks with more or less space and corresponding prices? So you don't only pay for your tools but also for carrying around a lot of them.
Today I've been visited by Dillon, Mccarthy and Keys. They might have been looking for a drummer to form a supergroup.
First thing I did when I started playing back then was watching some videos on Youtube. I might not be the only one, since a lot of new players these days do things you wouldn't really expect, but they might have seen on some very old Youtube videos.
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 can imagine a scenario with limited tools, if every damage you do to a house is saved and you have to wait until you can penetrate the same house again. That means, you can carry n tools with you, and of course the owner will make his walls n+1 thick. But the clue is: if you try to rob that house and cut through n walls, the next robber will only have to cut one more wall and will get away with all the money you tried to rob so hard. So i suppose you wouldn't cut n walls. This would be quite interesting, because you would have to be careful with damaging a house.
Of course it only works in theory, because people can die and start over without having to wait to rob the same house again. And even if that could be solved, there are still multiple accounts or people collaborating.
OK, you can't always protect your family, but how about stealing other people's wives?
I imagine a 'tool' called love potion and available only if your own wife is dead. If you use it on a wife in another house and lead her safely to the door, she will become yours and even take her kids with her.
This way you can get a new wife and it wouldn't require too much new code i suppose.
What do you guys think?
Very cool!
I like the idea of sawing through a wired wall killing you if the power is on. However, there's currently no support in the engine for a tool use triggering your death. Only tiles can trigger your death upon contact.
Well if you are caught by a pitbull, the tile becomes deadly in that very moment. So if you cut into a powered wired wall, the tile you're standing on could become deadly too?
(In reality it's also not the wall that kills you but the power flowing through your body and feet into the earth.)
You could imagine cut wires becoming dangerous to step on if they still have power, though (and the same for cut wired walls). Like, essentially they turn into electric floors after being cut.
That would be a nice alternative, of course you would have to be able to water them, but it would make vandalism much less fun.
I also have an issue regarding electricity where voltage detectors are quite important. I don't see why you can just cut your way through a powered wired wall with a saw. Don't try it at home.
I think cutting a wired wall with a saw should cause you to die, if the wall is powered. But if you test it with a voltage detector and find it powered, you can use a blowtorch or explosives instead.
This would make vandalism a bit more dangerous and help protect cheap houses a bit more.
The idea might have been discussed in the past, I don't know. Let's imagine you can buy another vault and your money is divided between the two (and the wife of course, if still alive). The homeowner's benefit is obvious: you don't lose all your money when robbed successfully. But there is also a benefit for the game itself: your house remains attractive to robbers even immediately after successfully robbed once.
Of course you would have to prove you can reach both vaults in one run without using any tools.
Another possibility: you need two moves to cut through a wall. So when you use the saw on it for the first time, the wall changes to 'damaged', but you need another cut to change it to 'cut' state, where you can get through. Maybe a 'damaged' wall allows to look through it, and a 'damaged' wired wall stops conducting power, but you can't walk through yet.
(BTW maybe sometimes we could discuss cutting through wired walls with a saw... don't try this at home!)