As much as I am enjoying v10, I am also pulling my hair out. I've managed to kill myself while testing my own doggy labyrinth at least a dozen times so far. Each time I painstakingly reconstruct it, gather funds, etc. Then a simple slip of the finger - one space too far right/left and *poof* all gone.
I really need to be more careful.
Try setting up your house with chihuahuas since they have the same behavior as pit bulls. Just don't enter your safe or you won't be able to change them to pit bulls without a loss of extra cash. Get to the point where you're confident you can make it to your safe and then exit back out the front door. Then you can switch them out and get to your safe one last time.
]]>Permadeath is really central to this game, so I never plan on removing or changing that part of it. I'm always seeking out other solutions to problems that preserve permadeath.
]]>As much as I am enjoying v10, I am also pulling my hair out. I've managed to kill myself while testing my own doggy labyrinth at least a dozen times so far. Each time I painstakingly reconstruct it, gather funds, etc. Then a simple slip of the finger - one space too far right/left and *poof* all gone.
I really need to be more careful.
Same here buddy. It is all the more painful when it is so much work to build up that cash.
]]>I really need to be more careful.
]]>How do I get this new update .-.
http://thecastledoctrine.net/forums/vie … 2693#p2693
thecastledoctrine.net/ts/server.php?action=show_downloads&ticket_id=[YOUR DOWNLOAD CODE NUMBER]
for example --->>>
thecastledoctrine.net/ts/server.php?action=show_downloads&ticket_id=XXXXX-XXXXX-XXXXX-XXXXX
this idea i have can solve 2 problems:
-people pump a lot of money into a house
-people worry-free rob a house all the time with a lot of tools.
so here i was thinking, why not change the death of this game?
so my solution being is, that people don't lose their house when they go and rob another house and die, but that they do lose their house, when they get robbed.
if you add a weekly limit on a person being able to rob a single house, a person WILL make a house, and a person will feel free to rob other houses.
but... wouldn't they just carefree try to rob a house over and over again till they succeed? here is where the weekly limit comes in, let's say someone has 10 tries every week to rob the house of person X, he HAS to figure out to rob that house within 10 lives, or not succeed. (not needed, i just noticed this system will force a person to build a house that'll endure longer than the time it takes for them to go rob houses) (meaning that they can't leave their house empty as they go raid, because they'd die even before they finish robbing)
(MAYBE NOT SOLVED) will the big houses still make money?: i think that they'll indeed make less money, but the reason they got that amount of money, was by people carefree running into their house, because they'd respawn anyway. people will still try to rob their houses, but probably without tools -> i got no solution for this at this moment in time
(the idea i'm going to tell right now to fix this isn't thought out at all, and you should doubt it:) maybe allow locks on the vault itself, show in the room before a person enters it the lock on the vault, and make people buy the "keys" of it before entering, as people don't die anymore they can be more carefree, but what if they are forced to buy a key that will be given to the house owner if they fail, but i think that there should be more expensive locks on houses with higher rewards (of course they have to buy it), so that people will also rob houses that are semi-hard but have less reward
i haven't been on the forums for a LONG time, and haven't been playing, thus i don't know if this has been suggested already, and only suggested this out of what i read here.
ps , feel free to point out any weak points, i can try to fix those.
edit: this seems like it'll be a good way to fix the problem of these houses with their combination locks together with the "expensive tools" that you can buy in your "permanent backpack", as you can spent time robbing easier houses (a little elimination game to the top) and as you go to the top, you get more money, in which you can eliminate fellow high-money possessors, this'll create people who are actually #1 in the game, but there'll be people coming from below also aiming for that spot, and thus trying to rob the person who is at that moment #1, (someone can play this game for 2 weeks saving up money by beating up easier houses with the least amount of money spent possible, and then get a lot tools to rob the #1 person, but now they're #1 in money and have to make their room the one that is unbeatable)
btw, you actually still have the "robbers" and the "ones defending", as the robbers go to the top by robbing house by house after another, they're "fast" in robbing, and thus the time others have to rob their house will go down.
you also have to "ones defending" that'll rob a lot slower, and thus people robbing them get more time doing so, but their houses will be a lot harder to beat.
Furthermore, it's infinitely tunable, just like prices are, because the chill timeout can be adjusted all the way from 0 seconds to forever.
For the time being, I'm not doing any of this fine-tuning, because fine-tuning doesn't matter if the larger scale systems are out of whack. Once they are all ironed out, however, we might find that the saw is a bit too expensive and the crowbar is a bit too cheap and the chill timer is a bit too short, etc.
]]>But I know what you mean - there's lots of fiendish looking labyrinths out there where one small mistake can be your last if you didn't bring a big load of tools only to be able to escape safely.
]]>As a designer, it's dangerously tempting to fall for the "players will cooperate" fallacy---that they will play the game "the right way" or the way you imagine it being played.
Player cooperation has nothing to do with it!
It's also interesting that many people have expressed something like, "it feels bad to play this way, but I'm doing it anyway." Guilty. As you say, "blasphemous" to the design.
You mean like reading Shakespeare while on the toilet, drunk?
Or this:
http://www.youtube.com/watch?v=wKiIroiCvZ0
But really, the attitude shouldn't be one of shame. It's not your fault. It's my fault! The game is broken if the way you end up playing is not the way it's meant to be played. Mirror Go may piss off your opponent as bad manners---but there really is no such thing as bad manners within the rules of the game.
It's my job to fix it.
It's your job to break it.
]]>I kept saying that the proper way to learn the game was to not care about your first few houses or families. Build, test assumptions, rob willy nilly, rinse and repeat. I always felt that this approach was blasphemous to the design, but effective. Now, there's a reason to be a bit more cautious.
I find it interesting how much the game is changing for the better because of small tweaks. I don't think we've seen a new item since ladders and the major features like blueprints weren't necessarily the right direction. Instead, small things like salary, a change to backpack size, chills, etc. is driving the game. Clearly, this is a hard thing to balance and I think you're doing a good job! You should do a talk or something on the difficulties in balancing TCD.
]]>