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#1 Main Forum » Robber stole more money than I had. » 2014-03-21 12:58:01

The tape shows that Erik James Rutledge stole $1213 from me, but I'd just started a new house and only had $500 in the vault. At least ten minutes have passed since then, and two more robbers have entered my house, so I've ruled out a tape containing a $700 bounty which is lagging and not loading from the server. What gives?

#2 Re: Main Forum » Opinion on Paintings? » 2014-03-10 22:50:43

Lord0fHam wrote:

Thats cool ventus. I've got my eye on Mr. Conley. He's got "Momento Mori". It's my favorite painting and I actually had it but then I stupidly died and he bought it.

You owned a painting called "Momento Mori" and then you died? LOL.

Look up the definition of momento mori.

#3 Re: Main Forum » Vindictive robbers » 2014-03-10 00:39:34

I've been thinking about this some more. I won't be totally happy until the game is updated to stop rampaging 2K robbers, but in the meantime I've been trying to come up some useable strategies to thwart their attacks, and maybe even kill them. It seems like the best way is to use psychology and mind games.

Two immediate thoughts:

a) Put your family in the same room as your vault, or very close by, so that they use the same protection. I know this seems crazy considering you need a clear path to the family, but I've come up with a draft design which appears quite workable in this regard, involving some simple misdirection.

b) Make the vault's location obvious, and tempt the robber to brute force their way to it. That way, you can anticipate their movements and prepare for them, i.e. make an electric floor which shorts when they throw water on it, deactivating the rest in the row, but then when they take another few steps, the rest turn on.

These won't stop a robber from trashing your place, but at least they might help actually protect your money so you can survive and do repairs. I'll test these and report back here.

#4 Re: Main Forum » Vindictive robbers » 2014-03-10 00:09:39

No, I didn't think of that, and it's quite a good idea. However, it once again restricts available playstyles and won't stop someone from senselessly trashing your house. And you still lose money from it.

#5 Re: Main Forum » Lester John Mahan » 2014-03-09 23:00:39

Really? I'm impressed with his persistence.

#6 Re: Main Forum » Meta-Game and Common Trap Mechanics » 2014-03-09 22:59:27

Been seeing this a bit: http://castledraft.com/editor/S3759u

You think you're safe because you're just looking around a corner, but you're actually committed once the dog sees you on the long diagonal.

#7 Re: Main Forum » Vindictive robbers » 2014-03-09 22:57:50

Well, I can see you don't want to be reasoned with. Good day, sir.

#8 Re: Main Forum » Vindictive robbers » 2014-03-09 22:33:24

Four points then:

1. Your wife is still unprotected, meaning you're still open to robbery.

2. Even magic dances and clocks can't stop a robber cutting walls, shooting dogs and generally laying waste to a house before they step on an electric floor.

3. Clocks are advanced circuitry that many players simply won't be able to master, so we can't expect everyone's starter house to have one.

4. In line with what I said about encouraging diverse playstyles, if every starter house was a clock or magic dance type deal, the game would become incredibly boring.

#9 Main Forum » Lester John Mahan » 2014-03-09 22:01:19

I've seen this name in the list three times now. Once about two months ago, when it was at the top for a long time. Then again about a month ago and today when it was midway down the list. Has someone somehow worked out a way to keep their name? It doesn't seem very statistically likely that this should appear three times like that. Or maybe the names repeat often and I'm just remembering this one because it was at the top?

#10 Re: Main Forum » How to improve the game for new comers, #inspirationalspeach » 2014-03-09 21:03:47

When I first started playing, I would have agreed with most of the points you've raised. Now, though, I'm increasingly seeing that the game's steep learning curve acts as a very effective filter to ensure only the most persistent and independent players want to play. This is great; it means only the best people are playing the game and trying to crack your house.

#11 Re: Main Forum » Vindictive robbers » 2014-03-09 20:05:44

Another reason why the current situation is flawed is that it negatively impacts on the "be scared of death" aspect of the game. Jason has been very staunch in upholding this feeling. In effect, 2K robbers have unlimited lives and aren't at all scared of dying. Surely this is a bad thing.

#12 Re: Main Forum » Vindictive robbers » 2014-03-09 19:03:50

Oops, I got so wrapped up there that I forgot to address your second point. I don't believe there is a starter house that can protect your wife and vault against someone with 2K of tools, and still have between $300 and $800 left over to lure non-griefing robbers in.  Show me one on CastleDraft if you'd like to disprove this statement. I'd be very happy to be proven wrong.

#13 Re: Main Forum » Vindictive robbers » 2014-03-09 19:00:27

I've heard both those arguments before, and I can't accept either of them. The first suggestion is good in that it encourages more players to rob, rather than just sit back and wait for others to come to them. Obviously, this adds to the fun of the game. However, it's not good in more ways, namely the fact that your wife is probably going to be killed the second you're out robbing and exceed the five minute grace period. Mainly, though, I don't like the idea that people should be forced to play the game in a particular way to compensate for an easily-fixed flaw in the game's rules.

Imagine if a game like Call of Duty had such complex maps that players who knew them well had an overwhelming advantage, or something like that. New players would be forced to spend their first thirty lives blindly dying, just to scout and learn the maps. No one would want to play the game, of course. That's exactly what's happening here: you're asking people to play the game in a particular way to compensate for a weakness in its makeup. Granted, my example doesn't quite match up because robbing houses is actually fun, as opposed to just dying in CoD, but I'm sure you get the point. I don't like to go out robbing initially: I like to build my house and feel like I'm protected before I leave.

The game will be more fun if diverse playstyles are encouraged. With my original suggestion, the "This place doesn't look worth it" message when a player tries to enter a house carrying more tools than the value of the vault, people can still play both ways. Robbing houses first up to try and gain more starter money, or using their initial 2K to build before leaving. Having it your way, there is only the one option.

I hadn't thought of it before, but Jason could even make it so that houses worth less than your tools don't even show up on the list. It seems like that would be a simple thing to do.

#15 Re: Main Forum » Vindictive robbers » 2014-03-09 18:01:59

This is getting ridiculous. I've spent the past week or so conceptualising, testing and refining a good starter house. Today, when I finally put it into action, I got just one bounty before a robber came in with a gun and killed my wife. He also drugged my dog. For a mere $600!

I don't understand why more people aren't chiming in to agree with this thread and push for change. It doesn't matter if you build a perfect magic dance, combo lock, clock or whatever else fancy unbreakable trap in your starter house: if someone comes into your place with four saws, or a gun and dog meat, they are going to brute their way through your defences. And it makes building your house pointless! Why spend 30 mins constructing a house when you know someone is going to enter and destroy it right away? I'm certainly getting to the point where I can't be bothered.

#16 Re: Main Forum » Vindictive robbers » 2014-03-07 04:55:01

From the suggestions thread:

Cam_X wrote:

Maybe when your house is above a certain value you shouldn't be able to attack lower value homes. I mean I can't tell you how many times people walked into my starter homes with three times The value of my home in tools.

#17 Re: Main Forum » Vindictive robbers » 2014-03-07 04:50:00

Sound advice, but it doesn't really help in light of my original post. There is no effective trap a player can construct for ~$1500 which will stop a robber with 2k of tools from killing the wife, and possibly breaking the safe.

I wish Jason would read this thread, because I'd love to hear his thoughts on the matter.

#18 Re: Main Forum » Vindictive robbers » 2014-03-04 18:49:31

LiteS wrote:

Destroying someone's house just because they broke yours is very much in the spirit of the game, and was vaguely referenced to in the trailer with the line "You'll remember that name."

Is that so? In real life people can commit suicide and then come back to life to kill the person who made them indigent? Revenge is absolutely in the spirit of the game, but not in this wanton fashion.

Even if it was in the spirit of the game, this trend is clearly detrimental to the game's overall mechanics and players' continued enjoyment. That should be reason enough to stamp it out.

#19 Main Forum » Vindictive robbers » 2014-03-04 15:27:31

Lately, I've been encountering a lot of vindictive robbers.

1. I build a house with my starting 2K, leaving $800 or so left over for tools.

2. I finish, go and scout/attempt a few houses with basic tools.

3. I might get lucky and find an easy house where I can rob the vault and kill the wife.

4. Within the next ten minutes, a robber comes to my still very basic house, equipped with ~2k worth of tools: a gun, 3 x meat, 3 x water, etc. and proceeds to lay complete waste to it, for no financial reward whatsoever. Obviously, it's someone who is pissed of that I broke their house and wants to return the favour.

Now, I think this is very clearly not in the spirit of the game. What I propose is very simple and wouldn't change the game's the other mechanics at all: if a robber enters a house carrying tools worth more than the value of the house, a message could appear saying, "This place doesn't look worth your time" or something like that, and return you to the house list with all your tools intact. Otherwise, houses too small in value could be removed from your list altogether, so you can't even see them. 

Discuss.

#20 Re: Main Forum » Cheater: John Brett Johnson » 2014-01-19 06:56:45

Absolutely sure. Each passageway was made to look identical, with the exact same placement of every item.

#21 Main Forum » Cheater: John Brett Johnson » 2014-01-19 02:09:42

I have a very simple house design (built with just my initial $2000) which involves about 15 parallel passageways protected by electric floors and sticking pressure switches. If you go down the wrong path, you're trapped there (unless of course you have water or a crowbar).

John Brett Johnson entered my house at about 00:05 AM on Sunday, January 19 (California time) and immediately picked the right passageway. I put this down to luck and decided to move the safe to prevent a repeat visit. He returned about ten minutes later and immediately picked the new correct passageway.

I don't know the maths behind statistics, but picking a 1/15 chance TWICE is very, very far-fetched. Does anyone else suspect this guy of cheating? Jason, are you able to check up on this?

#22 Re: Main Forum » Cheapest house protected vs suicidal robbers » 2014-01-08 07:27:51

Noob here, been playing the game for two days.

Both the house designs posted in this thread appear to be impossible to break *without* tools. I was under the impression you had to get through your own design/security measures at least once, sans tools, before you could save the design?

Can someone clarify this?

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