The Castle Doctrine Forums

Discuss the massively-multiplayer home defense game.

You are not logged in.

#1 Re: Main Forum » Getting sick of duplicate accounts » 2014-02-11 16:28:34

JoeBlow wrote:
arakira wrote:

Also, you would most probably have been robbed by the first guy because he had the tools and did the correct scouting. So, being robbed by one or the other doesn't change much in the end... Your house had just gotten ripe smile

I disagree.  This is cheating.  They are using a throwaway account to get the route down and then accessing it with their main to get the money and vault items.  BUT they never have any risk with the main because they don't care if the throwaways die.  They just make more with another $2K in tools.  Rinse and repeat until they know exactly what the main needs to bring and the exact path to take to not risk dying.  None of us regular users can do this if we only have one account.  If they get TO THE VAULT then walk away, that's a dead giveaway for a cheater.

Thank you, exactly the point I was halfway through typing before my baby yelled for some more food.

I have no issue at all with someone coming in with tools, working their way through my house by luck or skill and getting to the vault.  I enjoy seeing how they did it and where my weaknesses lie.  But using multiple alts for the $2k toolkit to scout out for your main removes the risk for that main character and lets you harvest funds into your main house without the risk of dying and losing it.  That is where the problem lies.

#2 Re: Main Forum » Getting sick of duplicate accounts » 2014-02-11 05:04:48

Oh, and you may both be dead now, but you know who I am talking about, Mr Brent Chad Fisher and James William Lentz.

#3 Main Forum » Getting sick of duplicate accounts » 2014-02-11 05:03:07

Supay
Replies: 8

I really enjoy this game, both having a go at other's houses and building my own.  I'm certainly still very low level in terms of my ability of getting into others and in stopping people getting into mine, but I am improving.  My first load of houses were generally beaten quickly but my most recent attempts have started to show more promise, clocking up a bunch of deaths and some small bounties, so I've been pleased with my progress.

However, I seem to have run into a major annoyance which is really pissing me off.  I see 1-2 characters enter my house within a short time of each other, equipped with a general tool selection.  They probe around and explore and between them will usually come to identify my small house and a specific weak point.  This even involves them getting to my vault and walking right up to it and looking at it, but not accessing it.  They will walk back and forth repeatedly through the route created, checking all the parts of my trap, then leave the house.  Immediately another character enters with either precisely the minimum tools needed to access my vault or no tools but now knowing how to defeat my traps and go straight to my vault without any hesitation.

I am absolutely fine with people outsmarting me and I enjoy the challenge.  However, I hate the use of multiple accounts for this scouting technique.  These players can just run their repeatedly created alts into houses with no concern for their scouting killing them, then come back with their main which holds all their cash.  It completely undermines the concept of the game and if its use increases then I can see it killing the game experience for the more casual players who can never build up past a few thousand $ before being alt-scouted and destroyed.

#4 Re: Main Forum » This must be a clock level? (Game death no longer your fault) » 2014-02-04 14:33:15

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?

#5 Re: Main Forum » Meta-Game and Common Trap Mechanics » 2014-02-04 13:33:29

cbenny wrote:

I came up with a trap that seems to be working really well. Since I haven't come across anything similar in game or in the forum, I figure I'll post it here;

http://castledraft.com/editor/9l6F4V

This is a simplified version of my current house. This trap exploits the fact that family members can't move through other family members. Robber enters the house and spooks the wife, so the wife runs right up to the door but can't move any further because the kids are in the way. The robber can't walk past the dog and is wary of the electric floor, but doesn't see any reason why he can't safely open the door... Boom! Shot in the face.

If nothing else the security tapes are hilarious, especially watching someone moving very, very cautiously.

Really strange, I only started playing tonight and your posted picture looks almost identical to my first house.  I didn't even intend to have the children block her path but that's obviously what was happening.  I didn't realise it till later when I had died and built a new house but had the children in a different location, which didn't stop my wife from running loose.  Couldn't work out why it had changed.

#6 Re: Main Forum » This must be a clock level? (Game death no longer your fault) » 2014-02-04 13:31:27

How bizarre, I just died to this house.

I am a bit confused though, as I can't understand how it was built in the first place.  All the rules I have read say that family members need a clear path to the door, yet this house has no clear path.  If I replicate building that first visible corridor alone, the game immediately heckles me for not leaving a clear path due to the electric trap tiles along the route.

Can you get around this by simply having all your family killed, then build a house as you want it?  If so, that seems a bit of a strange way for the rules to work as you'd basically want your family to die so that you can construct a more lethal house.  If I'm missing something or misunderstanding the rules, please let me know.

Board footer

Powered by FluxBB 1.5.8