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#1 Main Forum » Combo locks? Anyone still care? » 2013-10-26 08:22:16

Replies: 2

There seems to be this general notion that when the great steam train comes barreling through castle town all the games issues will just go away... I am not nearly as optimistic, previously sir Roher went to extreme lengths to curb the effectiveness of combo locks, this ended up merely hurting the game while leaving combo locks unscathed. And in response he and we just... gave up? Came to terms with the fact that combos gonna combo? Thats quite a depressing concession and it does no favours to this game. If 4000 people start emulating the current meta we will wind up with not a plethora of fascinating houses each more insidious in its design than the last. Ney, we shall have 4000 more combo locks instead. So at the very least we should keep brain storming.

The way I see it, there are two primary combo lock culprits, the cat on the mat across the pit, and the endless chain of wired walls leading to some complex network of electrical pathways.

For the matter of cats, hike the price of ladders (or dont) and make them reclaimable, this way using two ladders someone can cross any length of pits, this would still require a minimum of 3600 (more if you hike the price of ladders in accordance with the buff).

As for endless wired walls, why not put in a tool( hammer or something basic) made specifically to crush wired walls for 100? The walls would be somewhat hollow, so it makes sense that they'd be easier to crash through.

#2 Main Forum » Education! » 2013-10-23 16:22:13

Replies: 1

So right now the game is obviously in a much better place than its been in a long time, but now theres an onus on the home owner to make their house worth robbing by leaving some money in their vault, which is kinda silly. Why not have the player start with 2500 at the start, 2000 is theirs to spend, the other 500 hundred would be a college fund!

When the college fund reaches a certain goal,(like say 10000) one of the players children will gain a profession or trade (at random I would think to avoid balance problems), if they became a carpenter walls might be half as cheap, If they become a bioligist or zookeeper maybe exotic animals become available. Or they might just dropout and join a gang, in which case guns and crow bars are cheaper XD.

It makes defending your children important for the endgame. As for the fund itself, it would start at 500, you would be able to put as much money into it as you like but you cant take any out, and the money in there would gain interest unlike standard cash(interest depending on how large the base amount is). This would ensure that theres always something worth robbing from a house, and it would make a nice goal for the home owner. Any thoughts or takers?

#3 Re: News » On the Wife and Kids Mechanic (Dynamical Meaning) » 2013-08-30 06:57:48

Price would already be a good limiter there (you could also have it that a wife could pick up other stuff like a brick, in general this opens up a whole realm of interesting possibilities of your family using break in tools to defend themselves)

#4 Re: News » On the Wife and Kids Mechanic (Dynamical Meaning) » 2013-08-30 06:54:37

If the kids pick it up, either they or the closest family member would die / :

#5 Re: News » On the Wife and Kids Mechanic (Dynamical Meaning) » 2013-08-30 06:44:34

Really 0_0 you of all people are claiming theres more than one optimal defence? Every house I've ever been in of yours has the exact same wife defence... the same as every other major house at the top, also cmon, space the pitbulls out by 1 and they're not going to get club stacked. Wife defence doesn't take skill, it just takes basic knowledge of animal spacing and potential wall smashing. If you wanna argue that a significant component of the game shouldn't be fun or engaging or require real decision making then... do that I guess? But if safe defence is an entire Italian themed wedding feast wife defence is a ceiling high stack of moist toast...

#6 Re: News » On the Wife and Kids Mechanic (Dynamical Meaning) » 2013-08-29 17:28:07

Thats nice and all, and awesome and fine and dandy and great, but it's not the issue / hmm the issue is that you have a fantastic game, with tons of interesting puzzle elements, that your family has no way of interacting with, and yet its perfectly viable to sink your recourses into protecting them. The problem there is that when it comes to family defence we have one one optimal strategy, that strategy involves furry monsters(willing to kill their own owner in a heart beat should he make a single mistake) en masse. Whereas if I choose to defend my vault, do I decide between a chase centred larinth, or a magic dance focused house, do I place my electrics over a pit? Do I leave part of my wiring out in the opening knowing my opponent wont comprehend it, how do I create a point of no return? With a fence and a trap door? Or a powered door and a corralled dog? The possibilities are endless and engaging. Why is family defence so droll by comparison? You can have your cake and eat it to / : make it so that theres more than one viable method to protect your family, your still splitting recourses and attention, only now your doing it in engaging manner.

#7 Re: Main Forum » Change to the way Chills work » 2013-08-28 13:15:59

soooo, If were talking thematics issues that also yield uninteresting game play..... How is entrusting your wife and children's well bieng  to dozens of ferocius violent animals make sense? Or contribute to interesting game play? (wife protection has no decicion making, its just a matter of how much money you can sink into it)

#8 Re: Main Forum » A club is coming, and animal jump-back » 2013-08-28 09:09:16

Still, if we didnt have to worry about protecting a wife or kids in those starting stages, that 2000 defence would be a lot more useful, that and the only save point robbers would have is the vault, this means robbers cant just trash your place, kill a kid, trash it some more, kill another kid, trash it then some, kill a wife, obliterate the remnants, hit up the safe, then douse whats left in oil and light up a dozen matches, hit up the safe again...ect.

#9 Re: Main Forum » A club is coming, and animal jump-back » 2013-08-28 08:52:03

ukuko wrote:
jasonrohrer wrote:

Why would someone spend $1700 on guns and a club to get to your wife who is holding way less than that?

That money is free, boredom etc.

But also:

Killing the wife and NOT taking the money means you can go home, suicide and then return to collect it from the vault on a tool-less run to add it to your starting $2000

yep : P

#10 Re: Main Forum » A club is coming, and animal jump-back » 2013-08-28 08:30:41

In general I just dont know why the wife plays such a large role in the game, thematically yeah shes interesting, but game play wise she detracts from the actual puzzle design( pit bull stacks are not fun to design or crack and the wife cant engage with any puzzle elements like the fence or the pit). Aside from changing how she works or removing her, heres a suggestion, what if the player didn't start out with a wife? What If once he was financially secure and in possession of a proven safe house he would automatically obtain one XD Like wise kids would be a further mile stone, and both would offer different benefits.

#11 Re: Main Forum » A club is coming, and animal jump-back » 2013-08-28 08:23:27

Another thing, if someones spent so much to defend thier wife, yes the vault is easy to get to, so what i can do is kill as many dogs as I can, then if the path still isnt open, i hit up the vault( thereby saving my progress), then kill the last dog and a kid(once again saving my progress), then scuicide come back and claim maximum profits from the wife. In fact sometimes if I've broken a house and a I know I can get back to it for nothing (and that it's owner wont be on for a while) ill die in that house carrying 2000 in tools, so that I can fatten up the house and come back to it in an hour. Worst case scenario and the house gets fixed or repaired before I get back I'm doing this all with starter cash, so ultimately I lose nothing but time / :.

#12 Re: Main Forum » A club is coming, and animal jump-back » 2013-08-28 08:17:56

jasonrohrer wrote:


In that case of a dead animal blocking its would-be jump-back position of living pet A, living pet A stays where it is instead of jumping back. 

In the case where another pet B has already jumped back to the spot where this living pet A wants to stay (because A is blocked from jumping back by a dead pet), then A disappears.  This is a rare case that occurs in some situations based on the order that the game processes pets when they jump back.


Why would someone spend $1700 on guns and a club to get to your wife who is holding way less than that?  Yeah, I mean someone who is tilting for revenge or just to be funny might do that.  But it's not rational, right?

Also, if you spend the full $1600 to defend the family, you've pretty much built nothing around your vault, right?

Starting money means nothing, player will destroy newbie houses on the downtime that they're waiting to tackle larger ones(which upon successfully robbing they will start thier own house). Now if your someone whose invested 4000-6000 in a house, sure of course you wont do that. But the starter smasher doesn't have to be reasonable / :.

#15 Re: Main Forum » Experimental, Ridiculous Pricing » 2013-08-27 10:51:07

ukuko wrote:

But a door does it without destroying the pet.

I wasn't around for the previous pet movements XD current pets dont walk over active fences.

#16 Re: Main Forum » Experimental, Ridiculous Pricing » 2013-08-27 08:56:49

jere wrote:

Doors corral pets. There's no other object that does that. Of course, it was a lot more powerful with the previous pet movement rules.

Electric fence or pit does that, it just doesn't hide the info.

#17 Re: Main Forum » Experimental, Ridiculous Pricing » 2013-08-27 07:21:29

I think its important to understand what purpose an electric door serves. Aside from pit bulls there are only two kinds of defence, powered and unpowered. An electric door is effectively the same as a fence, only vastly more expensive, although there is a caveat, electric doors hide information, this makes them useful for niche things like magic dances, but generally a fence serves the same purpose and a trap door is more effective. That said I have ideas for several places where a door would be useful,  but it serves more as a trick than a solid defence. Oh and fence conducts, TLDR fence is better at doors job than door.

#18 Re: Main Forum » A club is coming, and animal jump-back » 2013-08-26 17:13:20

largestherb wrote:

it's the rockin'est club in town!

That man hasnt got the a care in the world. Thanks for the changes sir jason.

#19 Re: Main Forum » Idea to mix things up » 2013-08-25 08:46:21

add this, increase starter cash to 6000 but keep all the current prices, and bring back electric wooden walls(which will be even more dynamic considering that saws are only 50 bucks now) Help us jason your only hope ) :

#21 Re: Main Forum » The Castle Doctrine trailer » 2013-08-24 08:43:15

The tone of the initial trailer felt reminiscent of that kind of old timey upbeatsness (the same one you hear used to describe methods of vaporizing people in bioshock). Which fits perfectly considering this game is set in what, the 70- 80s? This new trailer feels like a fuck you to all the people who called the first trailer too upbeat XD. Too happy for you eh? How about this you persnikity malcontent grump.

#22 Re: Main Forum » Thoughts on tool pricing » 2013-08-23 09:05:03

Here are two ideas, sorry niether are simple / :. Not how I roles. Option a)bulk buying, Ie the more of something you buy at a time, the cheaper it gets, this would allow players whove managed to get up on thier feet adress a familiar strategy spread over a few houses with greater ease. Now, heres my other suggestion, why not implement a kit deal that lasts the day? Everything in the kit (which would be worth 4000 total or something) would be brought down half price as a deal. Each day the players would vote for the next days kit or the kit would be randomly selected from a variety of player developed ones. This would allow players to have a tool to deal with a common strat, it would be in everyones interest pretty much to have diffrent houses, otherwise a truly effective kit would allow everyone to lay waste to one another.

#23 Re: Main Forum » Thoughts on tool pricing » 2013-08-23 08:52:08

Players will respawn over and over and buy things to lower prices. WHERE IS YOUR GOD NOW ROHRER.

#24 Re: Main Forum » making houses is more fun than robbing* » 2013-08-23 08:23:21

Yeah, sorry mr jones ) :. Your lock was not super effective.

#25 Re: Main Forum » A proposal that needs feedback » 2013-08-22 14:21:49

colorfusion wrote:

I think what you can get with starting cash to scout a house with is good at the moment, although it seems a bit extreme when you're using money that you earned or robbed rather than the disposable $2000 on suicide accounts.

Yeah / : I think the best counter to this is to dramatically raise overall salary for houses that survive / : which I think is happening anyways. What if older houses made more money?

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