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#1 Re: Main Forum » [suggestion] No more broken vaults! » 2014-02-06 22:39:57

SomeGuyNamedDavid wrote:

Issue is, though, you can't instantly exit a house by reaching a broken vault, you have to make your way all the way back out again, which is often impossible.

Well, yeah.  That's the point of making it a risk.  It's a gamble for the robber to go for the vault.  If you could exit on reaching a broken vault, then there would be less overall risk for the robber.  Part of the skill in robbing is doing a good scouting job and picking a good target to minimize your risk.  Reaching the vault is only one of the skills a robber needs to be successful.  A robber should not be rewarded for finding an empty vault.  The reward in this case being an easy exit out of the house.

It would also inadvertently make something like drugged meat better because using it can cut off your return path sometimes.  A gun would not have that same issue.  It's only impossible to get back to the welcome mat from an empty vault because you lack the proper tools to do it.  It should be a gamble for what tools to bring and how many.  The robber should be rewarded for bringing the proper tools.  The robber should not be rewarded for bringing only enough for a one-way trip only to find out that the vault is empty.

You can purposely target houses that have blocked off entrances so that you know their family is dead.  If you can scout a house and determine this, then you have a guarantee that all of the house's value is inside the vault.  It's the choice of the house owner if they choose to give away this information, but feel free to take advantage of that.

#2 Re: Main Forum » [suggestion] No more broken vaults! » 2014-02-06 21:22:02

Hueyk wrote:

or give some indication that the vault is emptied.

There is an indication, but it's when you finally see the vault.  I know you that mean prior to entering the house; however, going to rob someone should always be a gamble.  That means deciding what information the robber should see.  As you pointed out, you can find out that a house is damaged sometimes from the front entrance.  Maybe you see a dead wife or a blocked off entrance which means no family is alive. That will let you know all of the value is in the vault.

There are ways to pick and choose your targets.  I think robbing someone needs to stay about as much of a gamble as it is currently.  Giving the robber even more information in helping pick targets would start to make target choosing more and more of a certainty and that wouldn't make much sense for the game.

#3 Re: Main Forum » You left your house due to inactivity... » 2014-02-06 01:09:15

42dustman wrote:

The game is the one that ought to be flexible to the needs of the players not the other way around.

I agree with this in theory.  In practice, it doesn't always make sense.  It definitely starts to make less sense as many players can each have contradictory opinions as to what suits their needs.

I got booted out from build mode due to inactivity while reading the wiki one time.  I haven't been booted again now that I know.  My problem is solved pretty much.

#4 Re: Main Forum » [Suggestion] delay updating listed house value » 2014-02-06 00:56:23

TyrannosaurusHax wrote:

The way things stand now: scrub friendly.

I can't help but feel that your strongest opinions stem from the idea that you don't want people who play more than others to achieve things simply because they are playing the game more.  Your usage of the word scrub would seem to indicate that you don't want the current people who are having success to have success because you don't think it's achieved in a way that you agree with.  You also call for certain players being given some safeguards while away.  The goal seems to be to increase a house's potential survivability mostly for new and infrequent players.  You also seem to want to decrease the success of some robbers because they are sometimes making money off of new or infrequent players.

There is a good example of a change that was very necessary and threatened to undermine how the game was played.  Around launch day, the amount of defenseless $2000 0-0 and $1000 1-0 houses grew large enough that you could spend your time farming these to make a ridiculous amount of money.  It was changed so that there is now a five minute delay before a fresh start is listed.  This is a change that fits how the game should be played.  I agree that the game isn't about farming defenseless houses.  These houses will still be immediately targeted of course when on the list.

When I say defenseless, I am only referring to empty houses with only a vault and family.  You use the term "poorly defended" and I am trying to fully understand your definition of this.  A house could be poorly defended for many reasons.  I have robbed houses because people should have used sticking pressure switches instead of toggle switches.  I assume they are a new user and maybe they are still learning.  You seem to define poorly defended houses as ones that have enough value for robbers to bring tools and the owner hasn't had a chance to put the money back into that house.  I like the idea of using the phrase "adequately defended" instead.

Adequate defense could be looked as the balance between your house's security and design in relation to how much value your house has.  Robbers will tend to rob your house with tools only if there is enough efficiency to do so.  Of course, no house is ever truly safe and can be robbed by anyone at any time.  It is more likely they will be successful if they bring tools.  They are more likely to bring tools if there is more incentive to do so.  This all leads back to the idea that you can't control your house value while you are away from your computer.  This is essential to the game experience though.  You need to be increasingly vulnerable when you are away from your computer.  In my opinion, it's the only way this game makes sense.

Any safeguards given to new or infrequent players will be detrimental to what I perceive as important to the core game experience.

#5 Re: Main Forum » You left your house due to inactivity... » 2014-02-05 21:57:56

There is a discussion on the Steam forums where the developer has made some comments on this subject. - http://steamcommunity.com/app/249570/di … 798127933/

#6 Re: Main Forum » Tool dropping in houses is making this game only playable two ways. » 2014-02-05 11:56:53

setz wrote:

ok. well I must of missed that in a newer version. thats good, atleast I can have 5 minutes to try and get a little cash and only give people bounty deaths from scouting and leave mt $2000 in the vault.

I remember seeing a post from the developer saying the time was changed to five minutes around the day of the Steam launch or the day after or so.  It was pretty ridiculous how much money and how fast it was being made from $2000 0-0 houses and $1000 1-0 houses.  You definitely can no longer "farm" those with ease.

#7 Re: Main Forum » [Suggestion] delay updating listed house value » 2014-02-05 11:45:56

TyrannosaurusHax wrote:

People who sleep. People who have lives. This is normally a juvenile, ignorant point but in this case it is actually 100% accurate. What's the key to 'victory'? Refresh your security tapes 86400 times per day so that bounties you collect are an advantage rather than simply making your house more vulnerable. Such strategy.

What I'm talking about is unfinished houses inevitably being ganked

I agree that your comment is ignorant and disagree that it's "100% accurate".  Time played is NOT the only factor for house survivability.  Factors also include: money put in, the value you leave your house, house design.  House design is a huge factor.  I know you say that "unfinished houses" inevitably get ganked.  When exactly is a house finished though?  How much time/money does that take or should take?  This has a lot to do with player expectation and it will vary from player to player.

There are other suggestions on the forums and they also lean towards manufactured house security by either making it either less efficient to rob or more difficult overall to rob.  There should be some balance and hopefully that's what some of these discussions work towards.  People want their house to be harder to rob once they have a house that starts building value.  There are ways to achieve this already.  Part of it does involve you being at your computer which is one of the core design of the game.  You are the most vulnerable when you are away from your computer.

Anyone that is able to and chooses to spend a ton of time at their computer building up security will be away from it for awhile at some point.  Is their time worth the idea of extra security?  There has to some sort of cost when it comes to security and time is very common cost in a lot of games.  Things usually take time to achieve in games and this idea is nothing new.  There have been many games with many voiced opinions that state that they too should have the exact same experience in a game even if they choose or are unable to play for less time.  There are definitely games out there that cater to this idea, but this game is not designed to be that game.

This doesn't mean that there aren't changes that could be made that end up being positive overall, but I think it's dangerous to go down the path of making houses more secure in an automated way, which lowers incentive to rob, which mostly renders the game experience mostly pointless in my opinion.

#8 Re: Main Forum » Question - Paintings? Do they show up as a Value? » 2014-02-05 03:26:30

House value is determined by cash+tool resale value only.  Paintings are not figured into the house list value.  When you enter the house of someone who has a painting, you see it on the left side.

#9 Re: Main Forum » [Suggestion] delay updating listed house value » 2014-02-05 02:58:25

TyrannosaurusHax wrote:

Worrying about your house being robbed is rather pointless when you KNOW that it will fall to a robber with tools that dominate your house after a few bounties. In my opinion the almost total certainty that this will happen cheapens the 'thrill' of your house being vulnerable.

I have a question, who is the delayed list for?  I already have houses last through the night and I am sure there are plenty of other players that do too.  I don't see the benefit of lowering the bar for everyone.  I am completely against adding systems and features that are for the sole purpose of making it easier for a house to survive while the owner is away.  I am not saying that the game is perfect, but my opinion is that it's definitely not broken either.

largestherb wrote:

so the key to victory would be spend to $2000 and never log in again. sounds like a plan

This would also be one potential issue with this suggestion.

#10 Re: Main Forum » 50 dollar bounty? » 2014-02-04 21:53:26

JoeBlow wrote:

I never ever said that the game should "have a user log on for the very first time and press some sort of button to increase their house survivability".  I said that not being able to keep a well designed house longer than 6 hours (even one that has had $15,000 of investment into it) is tedious and not fun and I think the balance is skewed.

I understand what you're saying.  Everyone has different expectations of balance and fun.  We obviously don't agree on the same things which is more than fine.  As far as fun goes, I have a story to share.

My personal experience is that I have spent six or more hours during a day and my house has survived the night on multiple occasions.  Earlier today, I had a three-day old house, $40k list value, two paintings, and plenty of money into it I am sure.  I decided to start robbing because I have been slow to take many risks.  I got deep inside a guy's house and broke through a wall to find fifteen pit bulls.  No worries though! I came prepared with tools as I have used the same building technique in my own house.  I killed a few and put most of them asleep.  I was now behind a wall of a combo lock and if I could look at the switches, then I hopefully could figure out the combination... then I stepped on a sleeping pit bull.  Yup, I died in the most amazingly stupid way imaginable and it was completely my fault.

A lot of people would hear that story and not call it fun; even though I put myself in a position where I had to start over, I had a whole lot of fun before, during, and after.  I can't say I was exactly thrilled about dying, but I expected it to some degree because I knew I was taking a risk.

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.

#11 Re: Main Forum » 50 dollar bounty? » 2014-02-04 21:07:57

JoeBlow wrote:

A balance would allow you to be able to keep the house for a while and the better you are at making the security, the better your reward of seeing it live another day.  I'll point you at this thread as a perfect example

Isn't that thread an example of someone that kept the house for awhile and could have much longer is they chose to keep the house value down?  My most recent house lasted three days and I actually lost everything due to dying as opposed to being robbed.  People that spend time and make decent houses are already regularly surviving many days.  What exactly needs to be changed? Why are some surviving the night and some not?  Is it house security skill? How often they are able to log on?

There should be a certain skill level threshold that is required to survive.  I have had many of my houses robbed and I have learned from it each time.  I have died in others' houses and learned from it each time.  I feel like the game experience should not be designed to have a user log on for the very first time and press some sort of button to increase their house survivability.  You will die.  You will get robbed.  You may or may not learn from your mistakes.

I am enjoying the game enough that I am taking to these forums to be a part of these discussions while I eagerly awaiting potential robbers because I am currently in a rebuilding period since I died earlier.  Will my house last the night?  No idea.  I've achieved it before.  Hopefully, I will achieve it again.

#12 Re: Main Forum » 50 dollar bounty? » 2014-02-04 20:29:31

jere wrote:

Has anyone read my suggestion about caps?
It's not like it gives you any unfair advantage; all it does is allow you to have a healthier relationship with TCD and play at your own pace. Also, this would somewhat mitigate tool dumping through multiple accounts.

The idea of caps to me seems like it's yet another way to give a feeling of security when the game is an exercise in making you worry about your house while you are away from the game.  The idea is that you can't protect your house while you are away.  This is frustrating as you can't be at your computer always and there are people who are able to stayed logged in and do more than you.  This is true for a lot of games actually.

I am okay with the idea of playing more than someone else might make your house more secure because it is still far from guaranteed.  I don't like the idea of adding features that give someone a simple option to select to mitigate how often their house is targeted and making it a less desirable target of a robbery.

I get that there is room to balance house value growth, tool prices, and tool resale value.  Each of these values also overlap with your potential robbing strength.  There is room for improvement surely and hopefully a discussion like this will bring forth the community's opinion as well as many suggestions to discuss.  I do mainly disagree with sentiment that your house is supposed to last the night or however long you have to be away.  This doesn't mean that there aren't potential improvements to make the game experience better.

@ventuswings: I agree that house value growth is probably tied to the quality of robber that targets your house.  The robber will more likely have a high potential robbing strength.  Robbing strength is directly linked to house value as well.  That is why changing house value growth would require careful and delicate balance.  I agree that the game benefits from a good ratio of danger to security.  However, each player is going to view what that ratio should be differently.

@JoeBlow: As ventuswings mentioned, there should be a decent security versus danger ratio.  Personally, I would feel that the game is "broken" if I could walk away more than a single night and not have had my house targeted by a serious threat.

#13 Re: Main Forum » 50 dollar bounty? » 2014-02-04 19:46:34

JoeBlow wrote:

I completely get what you're saying.  But having to start over every single time I walk away for 6 hours just isn't fun.  I spent almost that long building the house being painstakingly careful with everything.  I'm not saying to remove tool rewards.  I am saying reduce them to increase the time you actually get to have a house.  I spent 5 hours building it and never got to play the game while it was still functional.

May I ask what you mean by "never got to play the game?"  If you were building a house and came back later to find out it had been robbed, then it sounds like to me that the game is functioning exactly as intended.  The game is designed to provoke an emotional reaction out of you when your work is destroyed by someone else.  It does depend on your goals when playing games in general and your specific goals playing this game.  For me, I have lost everything multiple times and expect to die again in the future and I am very much enjoying the experience.

super_maçon wrote:

But the odds tell me that when i'll go to bed it's over.

Exactly.  There are posts where people say it would be better if they felt like their house could last even a single night.  The game is designed AGAINST having that feeling of security.  My previous post asked some rhetorical questions to illustrate the idea that it's not supposed to feel satisfying when someone destroys your house and you lose everything.  It might be frustrating that you lose it after one night.  It might be equally or more frustrating to lose it after two days or whatever period of time it happens to be.  I feel that it works better when the danger is more imminent and would be against making changes for the specific reason to make houses survive "easier" or longer.

#14 Re: Main Forum » 50 dollar bounty? » 2014-02-04 19:01:50

JoeBlow wrote:

I KNOW that is the core concept, and I love Roguelikes because of Permadeath.  BUT...it shouldn't be a forgone conclusion that you have to start completely over every time you log out for 6 hours.

The only forgone conclusion is that if your house increases in value, then it is more efficient for robbers to target.  This exists because your house should become more of a target while you are away.  I believe that it's been stated by the developer that hopefully you do feel worried between long periods away from your house.  You should also feel whatever it is you feel when you see that your house has been destroyed.  These emotions don't occur once you change it so that the expectation is that the house can survive easily.

An interesting side effect is that a lot of us players are trying to combat that feeling as we speak.  Some players, like myself, will spend a lot of time trying to get a home that's relatively secure and hope that it lasts while we are away.  This is all in spite of the fact that if we keep playing the game, then at some point we will die or get robbed.  I think that this game is an amazing experience and one that I am still enjoying very much even though I died completely as a result of my fault recently after I had put a lot of money into a house and it had lasted for three days.

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?  I'd much rather have the feeling that my house is in much more imminent danger.

Also, reducing the resale value of tools would slow down house value growth, but it also reduces purchasing power which limits the ability to improve your house and purchase tools for attempting robberies.  It would slow down all areas of the game.

#15 Re: Main Forum » Learn your name here! » 2014-02-04 17:20:36

I am the guy who lost his house of $40k value and has to start over because I decided to start robbing some people and walked over a sleeping pit bull.  In my defense, I put about fifteen of them to sleep and didn't even notice with the scattered sleeping dogs.  I am pretty sure what my name was from watching someone's stream, but it doesn't matter anymore!

#16 Re: Main Forum » Most stupid user ever! » 2014-02-04 15:23:14

Hah, well, at $2000 in tools, I guess it was a fresh robber who was either trolling or just completely oblivious to the vault.

#17 Re: Main Forum » Most stupid user ever! » 2014-02-04 15:15:21

Did he have a tool to kill the wife and was maybe just greedy looking for her?

#18 Re: Main Forum » This must be a clock level? (Game death no longer your fault) » 2014-02-04 14:35:54

Supay wrote:

Can I also assume that a proliferation of clock levels is why I see people enter and then spend a few hundred steps bouncing back and forth on the same two tiles before leaving?

I will do that sometimes if the wife is visible behind glass one step inside the house.  I wait to see if she comes to the front door with a shotgun.  It is also common that her movement will be blocked by a child and never make it to the front door as well.  Only takes me a hundred steps to figure that out usually!

#19 Re: Main Forum » Players who you wish you could kill... » 2014-02-04 14:28:40

AMWhy wrote:

Total spend on tools: 1850.  Total profit gained from killing my wife: 829.

He lost over 1000 in total

This isn't necessarily true.  If the robber had acquired these tools from another robber's death or a successful robbery, then the max cash value he would get for selling the tools is $925.  If he made $829 from killing your wife, then this is not that big of a loss.

It is always more cost efficient to rob with your tools than to sell them if you find the appropriate house to rob.  In this instance, taking a small loss wasn't much of a price to pay to cause permanent damage.  A good rule of thumb is to not create a setup where you can be screwed over for less than $2000 in tools.  If you have a visible family member from one step inside the house, then you also greatly risk their ability to survive.

#20 Re: Main Forum » 50 dollar bounty? » 2014-02-04 14:01:43

The reason tools make up such a large part of the game's economy and your personal currency is so that it is always more cost efficient to successfully rob with the tools than it is to sell them if you rob a house of appropriate value.  If you gained too much cash too fast from bounties, then you have way better cost efficiency for purchasing tools.  Tools have to either be sold at a loss or use them successfully in robberies.  I think that this is an important aspect of the game.  It doesn't need to turn into holding on to your tools and having bounty cash too easy to acquire that you just wait for it to roll in and use it to buy the tools you need.

The cash from bounties should only be a little extra on top for clever house design that brings in robbers to die at the result of your cleverness.  I am fine with the bounty being $50 now with the possibility of it changing down the road if there ends up being less fresh suicide robbers.

EDIT: It seems that bounties have been raised back to $100 - http://steamcommunity.com/app/249570/di … 6805565496

EDIT2: But now I've had another bounty of $50 come in after receiving a bounty of $100?

#21 Re: Main Forum » Is there anyway I can see my character's name/wealth? » 2014-02-04 01:02:41

There is no way to see your own name in-game on purpose.

The listed value of your house is the cash available in build mode plus the resale value of the tools in your vault.  You can go to your backpack and do "sell all" and the amount of cash shown now is your actual house value.  You can then undo the sale of your tools as well if you were only using it to check your current listed value.  If you mean how much money you've spent building up your house, then that's not taken into consideration at all into house value.  You can sort of see that by using http://castledraft.com/editor/ and following the instructions for importing your house data.

As far as a leaderboard list, once you know your house value, just start at the top of the list and see how far you have to go down to reach your house value, but remember the list only reflects cash on hand plus the resale value of the tools.  This value can fluctuate a lot too if the player is actively using money or robbing people.

#22 Re: Main Forum » Hacker Found » 2014-02-04 00:18:43

skidz wrote:

Two accounts, beat the houses down with the $2000 from the one account over and over, use the mule account to go in after and clean up.

I have seen a few comments to this effect between here and the steam forums.  This doesn't work for a couple of reasons.  Suicide after visiting a house with tools will put a chill on that house and prevent you from visiting it with that account.  This prevents that account from getting a fresh $2000 from suicide and revisiting the house with new tools to "beat it down".

Also, damage is only saved on a house if a robber successfully reaches a vault or kills a family member.  If you are the kind of person that has a house where your family members are easily accessible, then I guess it can be abused to some extent.  I doubt that this is much of a problem; it's also mostly the fault of the house owner if they allow the family members to be easily accessible.

Multiple accounts to attempt no risk scouting runs with $2000 in tools could be an issue for lower-end houses that are less secure.  Once again, I doubt that there are that many people doing this, but who knows.

#23 Re: Main Forum » i think game need Limited number of tools. » 2014-02-04 00:00:11

I think an important thing to remember is that even if a robber is using something massive like $300k in tools that they probably didn't buy a good portion of those and acquired them from robbers dying in their houses.  For example, if a house's list value is at $120k and only $10k of is cash and the rest are tools, then that means they have $110k resale in tools.  This means that they really have $220k in robbing strength with those tools.   The game turns into a rob or be robbed kind of scenario.  This is because your house value overlaps which your potential robbing strength.  You are more likely to be robbed because your vault usually holds a lot of tools which, in turn, makes you strong to rob someone.

You can always choose to burn off money by buying paintings among other things.  Instead of that, you can take most or all of your tools on a heist.  If you fail, but manage to live, then it is essentially the same result.  The difference is that you risked death for the potential reward of wrecking someone's house and gaining the things in their vault instead of getting paintings.  If you're successful, then the cycle repeats as you are back in the same position as before with the exception that you might actually have more value than previously if it was a very successful heist.

If you want to sit at the top, then expect to be targeted by those at the top that take risks.  For the record, I am not much of a risk-taker in this game right now!

#24 Re: Main Forum » 50 dollar bounty? » 2014-02-03 21:23:17

GoogleFrog wrote:

Do accounts created before the change still give a $200 bounty? I just got a $700 bounty from a death.

I think the only bounties that are affected are that of "fresh" robbers.  Also, the bounty on a robber still goes up like before for each time he is successful in robbing a vault or killing a family member.

#25 Re: Main Forum » Campaign Against Combo Locks » 2014-02-03 19:32:28

Everyone will get something different out of the game.  I enjoy the creativity that I've seen in houses and have even been suckered in to so many deaths due to clever design.  I also have no problem with combo locks.  Right now, my house has survived for a bit with a type of combo lock.  Most people probably assume that you have to combo the door, but other switches are key for obstacles beyond the door.  Getting the door open is only a small part of a greater task.  Thinking that you've cracked the combination and moving forward is exactly what I want you to think.  I believe that it's unfair to say that seeing a combo lock from the outside automatically means that there is no creativity or imagination involved.  It's just a strong first line of defense to deter robbers.  I get most of my money from a screen scrolling death trap anyway.

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