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#1 Re: Main Forum » Dual Accounts AND The Forum » 2014-04-06 09:49:42

AMWhy wrote:

@MMaster, you are really not getting this.  My house COULDN'T be robbed within the time by any player short of spending a fortune on tools or being 1 in 1024 lucky. The difference to me is that instead of being safe knowing my house would survive the night, it was robbed in a way I couldn't imagine by a cheater.  The difference to me is time and money.  But that's not even the most of it!

It could be a fortuned player just destroying your house "for fun". Just as 2k players trashing some low value house, or fortuned/middle class player who want to lower their money going on some low value houses.
I think that people here don't see this as an important issue as the game allows plenty of "unfairness" ( i'm not too sure of my English here :s ) and this one is not that worse in the end, just one more.

I still think dual account is an issue ( imo, it's more "fair" for a legit fortuned player to trash my house... ) but i don't play that much anymore so. tongue

#2 Re: Main Forum » My opinion on Multiple Account Advantages » 2014-03-31 04:41:23

Blip wrote:

I have two accounts, and I only use them so that I don't have to sit around waiting for bounties as my only income source when in the lower-middle class. When I have only $2k or $3k to my name, and a house that I like, I really don't have enough cash to buy enough tools to rob as safely as I would like; so I normally would have to wait for bounties. Dual accounts lets me skip that waiting, and jump up to a higher wealth level quickly. However, I do this so that I can have more fun by removing waiting!

So while the game want you to have a rough start, trying to scout what you can, take some big risk while having a low value house to defend your starting fund forcing you to be creative you just skip it. Take some free money and play safer with more money to start.

Sure no big deal. tongue

eppfel wrote:

..about the topic. Still processing...

Just a thought: What if Jason would change the license model to multiple houses. Because all these mechanics of using multiple accounts in multiple ways have some tactics on their own. And with everyone having the same chances, it would not be 'unfair' anymore.

I always though that when a game/mechanics/program macro etc... Allow some players to get a advantage you should allows that by default.

I don't know about this one, but it could worth a try if there's no other solution.

#3 Re: Main Forum » I know it's been said but I can't help my addiction » 2014-02-22 04:20:06

@ colorfusin & mmaster, i heard what you're both saying. But that doesn't change the fact that right now when you are starting a new game the only way to get some cash ( and so to be able to actually play the game ) is to get extremely lucky by finding a doable house without tool or to wait until you get enough bounties.

That's why people ask for such an app to send automatic email, cause obviously if you wait too long your house will get brute forced.

But waiting is not playing, i'm sorry to say. It's stupid to wait an unknown amount of time before being able to actually play the game.
Sure you can be ok by just doing some design and watching the tape, i did first. But the excitement comes when you can afford a little amount of tool and scout some houses, trying to figure them out, upgrading your house.

I understand how we got there concept & design wise, but the situation is just silly.
You not only have to wait before playing, you have to check your house regularly... This isn't playing, it's waiting the right moment when the game allow you to play.

#4 Re: Main Forum » I know it's been said but I can't help my addiction » 2014-02-21 10:26:20

MMaster wrote:
super_maçon wrote:

So basically, if you want to get a good value house, take some extreme, paranoid, and impractical measures. Like, not having a job or real wife and kids...

Sorry to bash here, but that's really how i feel. And it's a damn shame cause i think that game is a gem apart from that and i would like to play it without those "impractical measures"... You know like... A video game.

You can just play at the level that you find comforting. Nobody forces you to go to top 8 houses where it is hard to survive (almost impossible). But that's like in other games - how do you think you would compete in Counter Strike (or any other game) against the best players of the world? (actually in TCD it is much easier to get to the top).

Everybody will fall - this is not a game where you should be protected for months. You will lose your house very often, you will die and you will be angry about it because it took you so long to figure out this clever house that you had and now it's gone. But even though you died in game the life goes on and you can build another house - that's what this game is about: building houses, robbing houses and dying smile

Use your imagination to make this game fun for you if you are sad about not being able to get to the top: build houses that are fun to solve for robbers or fun to watch security tapes. Don't try to think that your house is supposed to survive - it's supposed to fall.

I have job and family and I'm still able to enjoy this game very much (without some "impractical measures"), because I have simply accepted the fact that my house is just temporary.

Nobody talks about surviving for month and being top 8...

Don't tell me you can make a 2000$ design, try to scout, maybe get lucky and do a little rob with no tool. Get off line back 24 hours later and not start over. Your starting house is dead if you leave it for 24hrs.

At the beginning you have to get back very often if you want to upgrade your house. I'd say every 4/5 hours more or less depending on your timezone. Like this thread suggest, ideally you want an automatic email to avoid looking stupidly at you vault every hours...

This is not about being top 8, this is about doing more than just designing a starting house and watching the tapes.

#5 Re: Main Forum » I know it's been said but I can't help my addiction » 2014-02-21 09:23:53

MasterPain wrote:
super_maçon wrote:

That's the kind of talk that push me away from a game.

I hate mmo for that ( forcing you to be online to enjoy what's the game offer ), i was hoping this one was more about cleverness than online presence.

Agreed. I can't even play the game anymore lately, because I can't be online for too long (busy week).

I wish there was some form of "bank" option in the game that stored your new money for you automatically while charging heavy (and I mean HEAVY) taxes. This could stop the house from getting way too valuable overnight.
You'd have to gamble: Am I going to get enough money overnight to cover taxes or would it be better to just leave the house there and check from time to time?

Taxes could even scale with the house cost to prevent the super-rich from abusing it (and to prevent losing all your money too).

How about it?

Also, another suggestion: A "Cue Benny Hill" button that appears whenever you are playing security tapes on Fast speed. When pressed, this would start playing: https://www.youtube.com/watch?v=MK6TXMsvgQg
tongue Just kidding

It won't happen, here's a quote from Jason :

You ARE supposed to come back home and find that your house has been broken into. That is the core experience of the game. "How can I make a game where people come home and find that they have been violated by another player?" That is at the top of page ONE of my original design document.


If you want to overcome that, you need to take extreme, paranoid, and impractical measures.

So basically, if you want to get a good value house ( and by good value i mean 2000/3000, just to "play" ) to enjoy what the game can offer, then take some extreme, paranoid, and impractical measures. Like, not having a job or real wife and kids...

Sorry to bash here, but that's really how i feel. And it's a damn shame cause i think that game is a gem apart from that and i would like to play it without those "impractical measures"... You know like... A video game.

#6 Re: Main Forum » I know it's been said but I can't help my addiction » 2014-02-20 16:59:56

That's the kind of talk that push me away from a game.

I hate mmo for that ( forcing you to be online to enjoy what's the game offer ), i was hoping this one was more about cleverness than online presence.

#7 Re: Main Forum » TrineDoc Server: small community, fixed bugs, anti-cheat » 2014-02-17 16:37:58

Add me then, i'll enjoy trying a less crowded server. smile

Edit : you can always send an email with the forum, and maybe add yours too.

#8 Re: Main Forum » TrineDoc Server: small community, fixed bugs, anti-cheat » 2014-02-17 16:00:14

With just less players on the server you won't get robbed as often. Well that's how i understand it.

I don't know, i'm fine with getting rob but actually i can't play that much on the official server.
I have some good starting design but i need to play quite some time to make enough cash ( bounties and low starting robbery ) before being able to leave a house that may pass the first night, the rhythm is quite fast, houses value can bump really quickly ( 4/5 hours easy... I can't play for 4/5 hours and even if i start to get some successful rob it's not that much money, i also can't get back on line every 4/5 hours... ).

I was wondering how the game will be if there was a limit of player per server.

So I'd like to try playing on a server with less player actually, the same rules, just less people.

#9 Re: Main Forum » [Suggestion] Add controller support » 2014-02-16 08:54:56

As much i love games with controller support, you'll realize soon that to be just a little efficient in this game you'll need a note pad and castle draft opened at the same time ( with your keyboard to note the names correctly and copy paste the design you are scouting ).

It would be possible if the game was marking the house's name you are visiting and allow you some sort of "fog of war" mechanic, the game would remember what you did scout previously and show it to you in gray colors for example... In a way it wouldn't be that silly at all but it won't happen ( i understand the concept of Jason here, he want us to take note and all, but in the end it's kind of tedious and require no skill ).

Edit : Also steam controller  should be available for sale this summer. Well it won't change anything for this game but it should be what's you're looking for ( i know i do ).

#10 Re: Main Forum » So how do you start ? » 2014-02-15 03:37:17

Yeah i know they can be used, i did use them with my first set up actually.

But then even more if your design depends on them being alive, you pretty much screw yourself up once they're dead. On the other side you can do pretty much the same ( or even more as you can influence the movement while it's started ) with dog or cats instead, they are way easier to use as they can go over power sources wire etc... And you can replace them if you need to.

And the role play aspect... I'm not convinced. big_smile

#11 Re: Main Forum » So how do you start ? » 2014-02-15 02:32:20

Sorry for the double post but i have an other question related to how do you guys begin.
What about the family ?

Sure the mother keep half of the value and you may want to imagine some design with that in mind, but the children ?

I can't see them other than a weakness that allow players to save the damage for only 200$.


As for my little story, no surprise, the house value bump to high and it was destroyed this morning. So second try today, i choose to sacrifice my family, i'm a monster.

#13 Re: Main Forum » So how do you start ? » 2014-02-14 13:12:49

Hey !

Thank you all for your welcome advices !


I spent time drawing a new design that cost 1340 $. I think it should work well for start.

I can't stay tonight so i have very few hope, but i spent some much time thinking of it that i can do it pretty fast now, so i'll try that on a more free evening and watch the tapes as i scout and take note on my neighborhood, it should work.

This game make me paranoiac, i think i may commit suicide to avoid people scouting it. big_smile

#14 Main Forum » So how do you start ? » 2014-02-13 05:08:53

super_maçon
Replies: 16

So I've been playing since the steam release. And i can't find a way to start that i'm happy with.

I see two way of starting a new game.

1) You start a house with your 2000$ budget.
Here you need to let some money in your safe ( for robbing or attract people ). I'd say that 600$ to 1000$ is a good number, you can do some basic trap, it's let you scout safely and will attract people ( hopefully kill some ) so you can upgrade your house or get some tools.

The thing is you need to be online until you collect a minimum amount to upgrade it enough, when nobody's playing it can take quite some time but if you need to log off on the evening you're pretty much sure your house won't last more that 5/6h00 max if you don't upgrade it before.
I did get to some "middle house value" ( +/- 15 000 $ ) while i had the time for that play and it felt like i was finally able to enjoy the potentiality of the game ( getting some fund to be able to invest into scouting, rob/upgrade etc... )

But as i can't watch my house regularly like that on working days i did try the second option :

2) Take your 5 min to scout what you can and take a shoot at what you could find with a more or less random 2000$ back pack.

What i do love when robbing is taking time to do a good scouting, taking notes about the name and the shape of the house etc... The goal is to understand the logic and successfully rob the house with a minimum amount of tool. I do love that aspect.

But the issue here is that it takes usually more than 5 min to do so ( scouting/notes etc... ). So i need to rush, hoping to get a good intel grab a 2000$ backpack and hope for the best. I don't feel any pressure dying and i loose interest in robbing. There's imo too much luck involved here and pretty much nothing to loose ( i wish a house with the starting placement and 2000$ or less in the vault wouldn't show on the list ).


So my question is how do you guys start a new game ?
Do you spend some time just waiting to have enough fund with your starting design ? Do you rush with a 2000$ backpack hoping to succeed ? Or is there something I'm missing here ?

#15 Re: Main Forum » [Suggestion] delay updating listed house value » 2014-02-07 05:39:49

Well for me that's it. I did have a almost free week, so i could play a lot and did babysit my home, checking every 4/5 hours and spending money to upgrade it.
Enough to pass the first night, once you do that it's ok for the other night ( a 1000 to 5000/6000 $ bump is ok with enough money invested into defenses )

I reached a point where i did consider my design complete and wanted to see how much this house could take, of course i killed my self in a test ! big_smile
It was very frustrating and hilarious at the same time. A great moment i can't see myself have again soon unfortunately.

The thing is, i don't have that much free time now ( i'm late in my work ) so i may try a little but i can't see any 2000$ design survive 24h00. Maybe i'll try more 2000$ backpack run, hope for a 8000 $ / 10 000 $ budget and build a house, maybe we're supposed to play that way, but it's making new be houses bumping and unplayable. So i don't know if i want to do that.

#17 Re: Main Forum » [Suggestion] delay updating listed house value » 2014-02-06 02:14:40

largestherb wrote:

maybe i am still half asleep but this just sounds like:

it is an unfair advantage that people who have played a game longer might be better at it* than some people who have not played as much

*whatever it might be in each specific case.

No it's not about how experienced you are, it's about allowing you to survive if you can babysit your house avoiding a big bump your house couldn't resist ( without any regard to your knowledge of the game, just sell/ safe scout with tones of tool/change some walls into expensive ones etc... No one need skills for that ).


I completely agree that you're house should become more and more in danger while you're away.
But on the other side, not allowing the player to put a limit to this "bump" is actually as silly as if you couldn't make any change to your house for 48 hours forcing you to watch the value get crazy high, you just become an observer of the house failure, you're not playing anymore.

Edit for mistakes, sorry for my English hmm

Edit again : Also i realize that the house bump will happen eventually whatever you're doing, when the map will be full, the money will accumulate you'll have to rob ( and taking some risk ) etc... And it's a good thing really. It's just kind of a shame that people without such available time will never be able to enjoy making big houses/robbery.

#18 Re: Main Forum » So painful... » 2014-02-05 09:14:38

Hmm, yeah i was thinking of that possibility ( get down to 0 and then be pretty sure that nobody will come ). You're right there would be no point, you want to lure people in and have some money in stock to buy some tools.

It could work.

But i don't even know if Jason thinks it's an issue at the moment.

#19 Re: Main Forum » So painful... » 2014-02-05 08:36:29

jere wrote:

Yea, an argument about this problem is raging in the bounty thread. My suggestion is a self selected cap on house value so you can play at your own pace, but it doesn't seem to have any support.

No i like the idea, but it would create some issue imo. If the player can choose any value this become a way to avoid any risk when off line...

Maybe a "neighborhood" system, you start in a poor neighborhood, your house value is between 0 $ & X $, when you reach X $ the bounties fall to 0 until you log back in ( X should represent a good amount to make a rob desirable but won't allow to get a disproportional amount of equipment regarding the house installation ). Then you move to a new neighborhood where houses value goes form X to Y and so on...

A tiers system that the dev' could tweak for some balance.

It would also add a new information about houses actually. A approximation of the cost of the installation ( edit : well, if you can't move back to the previous neighborhood ), don't know if it's a good thing...
An example, if i have let say 25 dogs in my house what the point if there is only 700$ in the vault ?

I don't know, it's just an idea... I don't see any solution really.

#20 Re: Main Forum » 50 dollar bounty? » 2014-02-05 04:26:07

jw2pfd wrote:

Anyway, there WILL be many houses that survive tonight.  The comments that say logging off and back on later is a "guarantee" that the house is gone is not accurate at all.  Even if it's a common or prevalent experience, it's far from guaranteed.

I see this this game a lot like poker, even shi fu mi in a way. It's a matter of odds, gamble and mind game.
If the odds are super high i will consider that as a guarantee, i won't gamble on it, never.

Well, as for tonight my house did survive ( well at least nobody manage to kill the family and so i've got 400 for some repair, which is cool, i did suffer some damage but i maybe get back ).

If i read the history correctly with the tapes, someone did break my vault for 5940 $, meaning the house value was double right ?
So my question is how do you make a house with 2000$ that can have a chance of surviving a 10 000/11 000 $ value ?


I am okay with the idea of playing more than someone else might make your house more secure

Honestly i don't know how you can get to the mid/top houses if you have a job without a PC connected.

I wish that player would be promote for having cleaver design and tactics instead of time available.
In a way it's sad that this particular MMO didn't avoid a kind of farming.

I'll still play it for sure, i love that game it's so unique and fresh.
But i feel kind of disappointing to had some progress, learnt a lot and being at a point were if i want to get further it's time i need.


Maybe i'm wrong, i'll try some other design and all... Maybe the meta will change people will stop been killed so easily etc... It's hard to say. Time will tell.

#21 Re: Main Forum » 50 dollar bounty? » 2014-02-04 19:25:09

jw2pfd wrote:

I am not saying that there aren't potential ways to tweak the numbers and balance to make a better overall experience; however, I do believe the game functions pretty well as it is.  Is the argument that you would rather have your house get destroyed after it's lasted two days? five days?  Or is it safe to say that it will never feel satisfying to have your house destroyed regardless of how long it's been?

It's not about days really.
My freshly made house from tonight just went from 400 $ ( my starting vault with the 2000 $ starting budget ) to 3000/4000 $ in two hours.
I just got two bounties ( that's now 2*100 $ ) but the first one had 20 dog meat the other one i'd say was a 2000 $ back pack.

I would love to feels insecure tomorrow logging back in to check how much i made/lost. But let's face it when i'll go to bed it's over.

#22 Re: Main Forum » 50 dollar bounty? » 2014-02-04 13:08:30

I agree too, don't bash me i'm the one who open that thread on steam. hmm
I read here that bounty amount was on server side so i guess it was a quick temp fix...
That game must be such a nightmare to balance.

I'm glad that Jason did agree that house value going too high too fast was an issue thou.

I love building houses and watch people reacting to it, i would be sad if i couldn't try some bigger budget when i'm doing it right.

#23 Re: Main Forum » 50 dollar bounty? » 2014-02-04 12:02:20

jere wrote:

Ah, I get what you're saying.

Minor spoilers: there's a moment in Papers Please where you're gifted an astronomical amount of money. You're given the option to keep or burn the money. Surprise, surprise: the money quickly becomes problematic.

I wish we had the same choice here. Some of us don't want house value to balloon, some of us do. Most people know roughly how much money they can safely defend.

It would be great if you could set a cap on your house value and automatically donate any extra bounties/tools that come in. Your house is worth $1500 but you know it probably won't make it with more than $2500? Set your cap to $2500 and then you can stop playing the game for a night or even a week with a chance of it surviving.

Jason did that change to avoid house bumping yes, my last 4/5 game before this change repeat this scenario. I did have a house who went to 500$ ( my starting vault with the 2000 $ starting budget ) to 13 000 $ in 4/5h00 afk.

I supposed there some better fix thou, i guess this one didn't require a patch.

#24 Re: Main Forum » Suggestions Page » 2014-02-02 04:18:28

Ho yeah you're right. I'm watching the tapes of the last night and the first guys did kill the wife... Arg damn it.

I guess this is too much complicated to make that the house repair itself when off line. Or maybe it's a game design choice.

So when the wife's been killed shouldn't we want the house to be off line until we get back then ?

( i know i'm new to the game, maybe there some issue i don't see )

#25 Re: Main Forum » Suggestions Page » 2014-02-02 03:58:56

Hi there, i'm new and freshly addicted to the game.
Here's a problem ( for me ) and a suggestion.

I hate, i really hate that when in MMO someones is taking an advantage because he's playing more. Not better, just more.

There is in a way that problem is the castle doctrine. When your off line, imagine a first guy come at your house and break let say a wall and go out. Then an other guy enter and take advantage of that first burglary.
The fact is, if i was on line ( and if i could get into my house before the next robber ) i would be able to patch that wall.

Here's my suggestion then if you have the money in the shelter and if the wife is still alive she can make the repeir. Your resources will be automatically spent and the house "reset".

Also the owner should be able to get in before another burglary.
I don't know what's possible in term of code and all but i can imagine a "waiting list" and the owner would be always the first one. Maybe he could even watch the security tape "live" while waiting ?

What do you guys think ?

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