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#1 Main Forum » [Bug] Pits and Pitbulls » 2014-01-26 12:03:52

tons0phun
Replies: 5

People are exploiting some behavior where pitbulls will not move beyond a pit diagonal to them, until a player is adjacent to the pitbull.
Most all of the current top-houses use this in some manner.

PitbullPitExploit1.png

PitbullPitExploit2.png

PitbullPitExploit3.png

#2 Re: Main Forum » Dealing with too-hard houses » 2013-04-13 13:48:33

I have another way for getting around "Unbeatable" houses:

Don't enter them.

If nobody enters them, they collect no loot, and then their gain of profit is very marginal.

Seriously, if people want to make it so their houses can never be broken into, then let them have their reward.
Never enter their house, never give them the satisfaction of security tapes. Let them just sit alone with their empty house that nobody touches, because they made an entirely unsporting design.
You've gotta go meta and play against their psychology here, and let them stew in their own isolation until they either desire to change their house, or get careless and get themselves killed trying to rob somebody else's place.

The real problem about these houses is that people just keep throwing themselves at it, and doing the owner a favor by increasing its wealth.

#3 Re: Main Forum » The Prison Doctrine » 2013-04-06 10:28:31

Is it about solving puzzles? Or is it about discerning what has true value?
There is no definitive goal to this game.

But there are certainly definitive ways to lose!

#4 Re: Main Forum » The Prison Doctrine » 2013-04-05 20:24:29

One more thought in lieu of that last post...

There is another realization about the game when it is thought upon.

How many of you have robbed, or killed another person in this game?
Or perhaps sold goods (and firearms) which were not yours?

Thievery, murder, and contraband.
That's quite a rap-sheet you have there.

We better lock you up tight so that a murderous crook like yourself doesn't damage anything again.
This facility to lock you up will cost a lot though, and it's going to have all kinds of things you wouldn't believe.
Guard dogs. Guard chihuauas. Guard cats. Hydraulic doors, electric floors, trapdoors, and much more.

Yeah, this thing is going to be a real death-trap. Somebody would have to be deranged to risk their life to try passing through this thing!
Or perhaps we'll do it the easy way, just throw a combination lock on the front, and let you go insane trying to figure it out. That could be fun to watch on the security feed, ha!
Either way, you're going to be alone in here for some time. No family visits neither, only people you'll be hearin' from are the prisoners in the cells next to your own.


And there's a name we've got for this tomb, made just for you:




Home.

#5 Main Forum » The Prison Doctrine » 2013-04-05 19:56:07

tons0phun
Replies: 4

So it dawned on me today that the Castle Doctrine is essentially a big experiment of the Prisoner's Dilema!

Which perhaps then by design too, one could argue that the most intelligent and ethical decision to make is to not participate in any robbery!
Think about it: everybody and their wives makes money when they are not robbing, or in their house, right?
If everybody comes to peace, everybody prospers, and everybody lives!

Some men must just have gold in their eyes...


They will, inevitably, lose though.

I think I'll stay busy winning. smile

#6 Main Forum » Absolute Line of Sight » 2013-04-04 08:47:39

tons0phun
Replies: 5

I think player's vision should be reduced only to what they can see. No sight beyond walls, or beyond doors.

I see many players trying to implement door-guessing with pitbulls behind the wrong ones, but they are useless because  my robber has the ability to see through doors, and walls. I didn't even have to buy X-ray specs!

Doing this should really be the job for another tool, something simple like a pocket-mirror to see under doors, or maybe $1000 for "blue-prints" which can let the robber reveal one tile on the map.

Whatever the means, robbers should only be able to see what they can see.

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