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#1 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-06 19:53:44

With blueprints, this game has turned into a an electrician puzzle game.  Not fun.  I think blueprints should be ripped back out and something else should be thought of to help ease the breaking of combo and magic dance locks.

#2 Re: Main Forum » More thoughts on too-hard houses » 2013-04-18 19:46:38

jasonrohrer wrote:

Great thoughts from everyone here!

vraeden:  going to watch Star Trek is a good thing.  My goal is NOT to make a game that will hook you for hours and days and weeks non-stop, where you can't stop playing and forgo sleep and real life!  The game is always fair, never random, and when you die, it's always your fault (which makes it even more painful and frustrating and rage-quit-inducing).  This is a game that pays you for every solid hour that you stay away from it.  Rage quitting in disgust is part of that equation.

You succeeded.  Email us when v6 comes out.  smile

#3 Re: Main Forum » More thoughts on too-hard houses » 2013-04-16 18:03:14

I'd like to suggest that instead of making all of the focus on figuring out ways to beat very hard houses...let people who manage to amass lots of wealth spend that money on protection.  I, yet again, spent several days building a strong house, got up to 20k, decided to make my house more interesting..., did it...went out to amass a bit more wealth...and then accidentally pressed down when i meant to press left(to exit the house).  Everything lost in a millisecond.  I'm going to go watch Star Trek now.

#4 Re: Main Forum » Facepalm inducing deaths » 2013-04-16 14:58:09

Is there a way to fastforward playbacks?

#5 Re: Main Forum » Facepalm inducing deaths » 2013-04-15 20:13:39

I just spent 3 days making a maze that the anti combo, timer, and dance crew would love to play in.  In trying to get the last bit of money to add the last trap, I stepped on a sleeping pitbull (that was on top of a dead wife).

JUST AINT WORTH IT.  Combo locking and dancing is far far simpler.

#6 Re: Main Forum » Dealing with too-hard houses » 2013-04-15 17:25:56

Matrix wrote:

A suggestion for a community-driven ingame regulation system to deal with houses that are unbeatable in practice

One thing that the community could do, is to let others know which houses fall into this category and which do not. But for that to be effective, and actually part of the game itself, there would have to be some kind of "house voting system" implemented. And not just the voting part; some kind of threshold filtering would also have to be implemented at the same time. So the house list would still show houses sorted by the amount of money, but would hide all those houses that were voted "unbeatable in practice" by the community.

This wouldn't be a score (or star) based voting system, but only a simple to use upvote/downvote (+/-) system.
The upvote part of the system would be hidden (internal) and upvotes would be automatically cast by the server every time a robber reaches the vault.
So the actual GUI would only have a single button "Report this house as unfair" that would be placed next to the "Rob this house" button.

If a player reports a house that house is grayed out (or marked in a different way) on the house list (for him only) and the "Rob this house" button is disabled. Yes, if you report a house, you can't explore it anymore. The player can still revoke the report by paying a small price, for example $500. This is to discourage false reports, but still give the player an option to revoke it if they misclick or change their mind. If they revoke the report they can enter the house normally again.

Of course all vote manipulation preventing mechanisms would have to be implemented as well, such as:
- one vote per house per account
- no option to change your vote:
    - once you steal from a house's vault you can't report it anymore, unless the house gets edited
    - once you report a house you can only revoke the report by paying a small price, but you get 1 free revoke if the house gets edited or robbed
- editing a house must reset all the positive votes but keep all the negative ones to prevent quick meaningless edits from manipulating the voting process. Players who already reported this house would see it was edited and get a free revoke, which would allow them to recheck the house free of charge if they wanted.

If a house would fall below a set threshold, it would be put at the end of the list. The threshold would be a configurable server-side value, that could be tweaked based on the community size and based on how the game evolves. But all this only solves part of the problem; it gets rid of the "unbeatable" house spam at the top of the house list.

The other part of the problem is that the owner would still be able to rob others and increase his money (even easier now, since he would be "off the radar") so another mechanism would have to be put in place, that would prevent this from happening. At this point I don't really see a way to do it, that would be "fair" for everyone and at the same time prevent the manipulation of the system itself. Instead I will suggest an implementation that cannot be infinitely manipulated but still gives the house owner the chance to get back into the game.

So here is how I imagine it would work.

1. If a house gets reported by many players and at the same time not many players reach its vault, this house would naturally drop below the set threshold value due to the low upvote/downvote ratio.

2. The next time the house owner enters such a house, he sees a message saying, "You broke the eight tools rule of the Thieves' code. The Thieves guild is keeping an eye on you! Be careful!". At this point the owner can edit, test and prove the house as he would do normally, but if he decides to leave the house, a message would pop up saying, "Do you really want to betray the Thieves guild?"
2.A. If he chooses "Yes", he leaves the house but is killed by the members of the Thieves guild. A black screen pops up with a message explaining that he got killed by the members of the Thieves guild, because he betrayed them.
2.B. If he chooses "No", he stays inside the house.

3. If the stays inside he has a few options.
3.A. He can make some edits to the house and then give away all his money, tools (he would keep any tools in the backpack) and paintings (the paintings would go to the auction), by choosing the option "Bribe the Thieves guild by giving them all your belongings."
3.B. He can decide to keep the money, tools and paintings, but lose his house (he would just start in a new empty house), by choosing "Flee the house with your family and all your belongings"; or "Flee the house with all your belongings", if the whole family would be already dead.

4. Choosing either option would allow him to leave the house safely again. At the same time the votes would be reset, and his house would be put back at the proper spot on the house list (based on the amount of his money). So if he gave away the money and kept the house, he would have to start robbing again to get back all the things he lost; if he kept the money, he would have to remake the house from scratch.

5. But there's a catch... these options (3.A. and 3.B.) can only be picked once each (could also be once only) per respawn, which means that if his house keeps getting reported and falls under the threshold again, the only option left is to die and respawn — by leaving the house and getting killed (option 2.A.) or using the already implemented suicide option. After a proper respawn all votes and all options reset. It's a new, clean start.

How would this affect the game?
- There would be an option to report houses that are unbeatable in practice.
- The owner would have one or two chances to reset the votes and get back into the game. Failing that, eventually he would have to respawn and lose everything.
- The top of the house list would actually contain houses that the community thinks that are fair and solvable in practice. This should create a better experience overall.
- And hopefully, given some time, even players that now create "unbeatable in practice" houses, will adapt and start making houses that are "solvable in practice".

Since this is a community-driven system it will adapt to changes in the game itself as well as the metagame. This means that the system is not tied with the game mechanics and won't limit the game design possibilities, unlike most other fixes that would actually have to change the core game mechanics just to address this issue. Making fixes directly to the game mechanics has one big drawback; every time you introduce new traps/tools/mechanics you have to take extra care to not reopen the original issue. This additionally limits things that you can actually add to the game and slows the development; either because you take extra steps to make sure you won't break the game again; or you accidentally break the game and you have to come up with new changes to fix it again.

Creating a community-driven regulation system has another interesting advantage. Not many think about this but when an item is added to the game it's usually added with specific use cases in mind. Some of those use cases are interactions with other items. But players always figure out ways that the developers didn't think of, which creates an interesting situation; sometimes these unintended uses enrich the game, sometimes they are overpowered, and sometimes they just plainly break parts of the game. A community-driven regulation system can actually deal with many issues (balance or greifing) that result from the players' abuse of a game mechanic.

Taking into consideration that Castle Doctrine has one developer, I think that investing some time into developing a community-driven regulation system will pay for itself in the long run. I think, that then, the community could actually reduce the burden that all these balance issues bring to a single developer, while he would be able to focus on new features and adding new traps/tools/mechanics into the game.

So is the community fine with a self regulating system or are you concerned about it?  If you are concerned, explain why.

I hate how this idea seeks to punish people for figuring out how to win the game.  It isn't their job to make a fun house for you.  It is fun for them to figure out how to make an unbeatable house.  If we're going to do something, change the game, not punish people for using what is there and is not cheating or an exploit.

#7 Re: Main Forum » Cheater or very very lucky? James Michael Ibarra » 2013-04-13 18:05:53

pavram wrote:

I robbed a house very similar to that design that had 5 paintings.

I believe it may have been this house;  The design was good but not foolproof.
I also died about 15 times testing.

There was an inverted voltage thing that I could see through the diagonal walls (you can actually see slightly further than you often think - for instance a single thickness wall allows you to see 2 squares beyond it; not just 1 like most think.
It was difficult and time consuming, but I didn't cheat.  (just to confirm it was your house; there was a powered door south of the entrance right? - I ran around to look at the design after breaking through - does that sound right?).

I have done a few robberies now where time + enough tools can break you into a house.  In fact; the house I had robbed before this had 70k and 1 painting; which took me zero deaths; as I could leave after investigating;  It did cost my 7k and about 30 attempts over 45 minutes to map the wires and infer what I couldn't see.

This design is ok; but when it comes down to it it is a timer, and the fact that there was a voltage inverter just within sight told me it was either a secret dance or a toggle.  I believe on step 20 or so moving back and forth from the 4th square would have the voltage inverter start flipping back and forth; it was this that told me it wasn't a dance and was a single button, and that I had to stand at the last square to await my exit.  I died several times after learning that; trying to time my exit just right.  But when it came down to it it was only a small window of time to brute force.


Haha, that sounds like my house actually.  I didn't think the inverter was so close to the door, but can't say I know for sure...I died trying to fix the house back!

#8 Re: Main Forum » Cheater stories... :/ » 2013-04-12 05:17:47

Looking forward to v6...not just b/c of cheaters, but b/c of dumb deaths from trying to fix houses and never getting to see how many tries before they broke in.

#9 Re: Main Forum » Spam Account List » 2013-04-09 20:27:09

jasonrohrer wrote:

Yeah, it's called a CAPTCHA.

I really hate those, though.... so that will be a last resort.  Email confirmation will usually block bots, I think.

But that won't work for guest posts.  I really don't want to turn off guest posts.

Unfortunately, anonymous posts are a relic from the '90s.  The internet is full of jerks now.

#10 Re: Main Forum » Matthew Frederick Waters » 2013-04-09 17:10:13

jasonrohrer wrote:

I'm pretty sure that buyable maps in v6 will fix this.

As Guest23 pointed out, the house was still fun/cool to study even with the map.  Puzzles (real puzzles) are still possible even with a map of the puzzle.

The real question is whether buyable maps will be meaningless if everyone is just sniffing the protocol to see the maps for free anyway.  Of course, most people aren't sniffing the protocol now... they're just looking at all the debug info that the game spews out.  But even if I turn that off, it will be a matter of time before some mod is widely available to sniff the protocol.

Of course, "bought map" will be attached to the security tape.  So, if you get through some really hard house without buying a map, you could still be caught at cheating.

But people, friends, can share info without all buying the map..so that would not be foolproof cheat detection.  And I would hesitate to call someone a cheater without knowing how many times that person has attempted.

#11 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-07 14:14:30

segarch wrote:
Triad Best Main wrote:

Here is mine smile http://castlefortify.com/?id=111dac3 i left the most important bit out . This is pretty much the impossible turned off grilles trick big_smile

So in this version, you wait 31 turns and then can go right in? 

I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying.  At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)

I'm impressed with the narrow window for success.  I'd been doing simple things of this nature: http://castlefortify.com/?id=c249658

#12 Re: Main Forum » No Perma-Death while testing house? » 2013-04-07 12:43:20

It's a known issue and Rohrer is considering adding testing parts to allow us to test, according to a post somewhere in the forums.  It is my number 1 way of dying too.  G'luck.

#13 Re: Main Forum » Buyable maps in v6. What are your thoughts on this? » 2013-04-07 12:38:52

Matrix wrote:

So what do you guys think about the idea of introducing maps in v6?

When we talk about game balance we always need to assume that the player is smart and knows the game mechanics. If this becomes a perfect information game it will mean that once a player buys a map he will figure out the way to get to the vault. The only way he can fail is by making an execution mistake. In the current implementation however the attacker needs to gather information about the defense system(s) by himself (no map) and he risks his life for every bit of extra information he wants to gather and usually has to use tools to make (safe) progress. So to get more information about a target house he needs to use tools and spend money to replace them and put himself in danger over and over again until he gathers enough information to make him confident that he can go for the vault. So it's a risk/reward min-maxing problem where he doesn't have perfect information but can get more information if he spends some money and puts himself in different kinds of danger. Not to mention the family mechanics that can help him achieve the goal but introduce another layer of decision making in order to get the most advantage out of it.

I think that the map solution is like introducing "a legal way to cheat" into the game. You can buy a ticket to cheat if you have enough money to afford a map.

I'm not saying I have a solution, but I want a few things kept in mind as we try to develop solutions.

1) Assuming each player is smart is a false assumption.  That is precisely the problem in this game.  The game IS balanced with everything except the player himself.  The smarter, more cautious, and occasionally lucky player is going to consistently rise to the top in this game.  People are not equal in skills, but this game gives everyone equal opportunity in a way that life does not.  As the game stands now, it IS balanced in every reasonable way.  Every player has a chance to do exactly what the top player has done, if they can just figure it out.  We aren't talking about balancing the game, we are talking about changing it to make it more fun to rob the big, currently impenetrable houses.   Frankly, tools seemed added to the game for the sole purpose of helping out the player for not being smart enough to figure out the puzzle.  How much more do we want to take away from encouraging smart and creative thinking to encourage brute force methods such as tools and outright guessing?

2) This is a game.  The more we worry about making it mimic real life, the less of a game it will be.  There is something to be said for things NOT working the way they do in real life.  So if maps are the solution, it's probably okay that there's an imaginary criminal survey guild.  As long as the game is fun, which I think is the goal everyone on these forums is interested in.

Right now, I also think there are two types of players.  The house designer and the persistent thief.  The persistent thief has to be willing to die over and over to figure out how to beat tougher houses.  (Combo locks are presumably beatable this way, 16 pitbull houses less presumably so.)   Right now, the "leaderboard" doesn't necessarily reflect glory for the successful thief, b/c his riches were probably unprotected.

#14 Re: Main Forum » Big steals » 2013-04-06 06:52:16

Raisane wrote:

tip: money in safe is 7915, so just try out that one (wife is still alive).
could someone tell me my name? big_smile

It'll take me a while before I start earning money again.  I have to figure out my next design first.  If you figured it out in one day without cheating, it's too easy or you're smarter than me.  Either way, I'm going to try harder.

#15 Re: Main Forum » Big steals » 2013-04-06 06:48:31

Raisane wrote:
vraeden wrote:

And I'm really not sure what happened.  I tried to fix the trap, nothing appeared broken anywhere and I died in a place I don't think I should have died by all logic.  I was looking forward to recording that video of my trap eventually...not today.

tbh, i didn't use any tools to beat that house, let me explain the layout:

from the door towards the right there is a line of around 9 electric traps 1 to te right of the door then up and down are empty squares (traps)
the trick of the 1st part was that if you walk back to the door after leaving the square after the door, you die, if you walk to the end you also die. i just needed to walk back and forth on the traps that weren't insta kill till i thought was enough, after that there were 4 pressure plates upstairs, and 4 pressure plates downstairs, of the upstairs ones i enabled the middle 2, from the bottom ones the outer 2 (pure guessing) so i walk to the right and open a NORMAL door, after a few steps i can either walk upstairs or downstairs (upstairs were dogs and i died stupidly, so i did this all on my second try) the 2nd try i walked downstairs and i got to the safe

i'm guessing this wasn't your room because there were around 9 tries done

No, that sounds like my room and that was the combo.  I didn't like that particular combo, but i had wiring issues.  I figured someone could figure out the grill part.  Now I have to figure out how on earth I died after fixing it.  I died in the middle of the grills and you saw why that shouldn't have been possible...

As far as the 9 tries, I had just added the red herrings of the empty spaces above the first grill.

#16 Re: Main Forum » Big steals » 2013-04-06 06:24:20

And I'm really not sure what happened.  I tried to fix the trap, nothing appeared broken anywhere and I died in a place I don't think I should have died by all logic.  I was looking forward to recording that video of my trap eventually...not today.

#17 Re: Main Forum » Big steals » 2013-04-06 06:14:22

Raisane wrote:

i just beat a house and got 26k money, but my house is still completely empty and i don't know how to make high tech defensive stuff 0,0

That's really funny.  I just logged in and my money is all gone.

#18 Re: Main Forum » Big steals » 2013-04-06 05:59:51

Wyld Stallyn wrote:
colorfusion wrote:

I'd like to say though that it was only due to hackers that I went to combo locks, and in my house the majority of people still die on the first non combo lock section.

That is an understandable reason then.

Still, running into an almost certain deathtrap is especially little fun for newbies. Even less so when it's almost the rule. Aside of two houses (and even so one was only doable after about a dozen trial and error runs, not sure how the owner managed to do it without tools, and the other one seems to be some sort of secret steps to make animals go certain ways that's just as impossible to figure out), all the advanced ones I ever ran up against had some sort of a "1/1000 chance you get it right, shucks mate"-lock after no later than the first "normal" unavoidable trap, which is just designed to make unsuspecting people stuck in there. Hardly an anti-hacker measure.

I also noticed that there's no way the family can ever leave the house in almost all of these. Are they all dead, or is it an exploit?

You guys kill our families!  We retaliate with electric death traps.  smile  I don't get rich by you guys dying in my traps.  I get rich by stealing from all the really small dollar amount houses that are people who may have left or taken a break from the game.  And catching the occasional $2k house.  I'm not sure why those ever exist...as soon as I die, I immediately build a trap to protect my first theft.

It's not cheating to use the tools given as designed.  It's not an exploit.  If you went into my house...you might think the first trap is impossible, but I've seen people do it without brute-forcing it.  They MIGHT have been cheating, or they may have just tried enough times that they deduced the logic of how such a puzzle could be constructed.  Perhaps I will go make a video of my house and then post it after I die.

#19 Re: Main Forum » Just a few questions » 2013-04-06 05:48:50

Wyld Stallyn wrote:

I once killed the children of a household because the starting trap annoyed me so much that I felt the need to punish him. I hope he doesn't manage to wiggle his way around that one. *evil cackle*

vraeden wrote:

I was thinking...if I were rich, I'd be more motivated to go out to rob big houses IF I could also buy permadeath protection.  I don't rob anything that looks like it requires a guess b/c I usually have too much time invested in designing my house, rich or not.  Permadeath is severely cramping my risk taking.

My proposed solution instead would be more starting money so you could have more fun with more elaborate traps right off the bat, making a loss less severe.That "rich can buy permadeath protection"-idea is just going to turn into a pointless moneysink because you'll die in the rich's impenetrable fortresses anyway, again and again and again. Then no one is rich anymore (well okay, the top 5 most impenetrable fortresses will be) and everyone sinks back into Sleeping Beauty mode.

I don't think we should worry too much about the rich staying rich.  I didn't propose a full solution of removing permadeath; I'm suggesting something that both rewards the rich for trying by lessening the blow.  Like, only lose half your money and have to rebuild, or only lose your money but not your house, since it appears that only your liquidated money puts you at the top of the leaderboard.  Make it costly enough that you won't just be buying permadeath protection with every attempt.  The rich get rich the same way as everyone else, robbing houses.  The combo locks should not be earning that much money from tools...you see a combo lock, turn the other way!  I design my combo lock vault and then rob super easy looking houses.  First sign of trouble, I turn tail and run.  Only the houses that LOOK solvable should get attempted multiple times.

In addition to lessoning the blow for permadeath when you buy such protection, I'm more okay with partial maps than full maps.  It would be a lot more like buying a blueprint from someone---either it's from someone who has explored or it's from the permit office (and I wouldn't tell the permit office the truth about my vault, now would I?).

I say this after having lost my entire house and 50k when I was about 3 on the leaderboard and having taken just 3 days to climb back to number 2 or 3 (don't know my name yet) with 25k.  (I'm not Waters).  It is doable...but I ain't trying to rob Keister or Waters either.  Don't you think that it would be worth half my fortune for me to get a decent attempt on their house?

#20 Re: Main Forum » Just a few questions » 2013-04-06 00:07:59

I was thinking...if I were rich, I'd be more motivated to go out to rob big houses IF I could also buy permadeath protection.  I don't rob anything that looks like it requires a guess b/c I usually have too much time invested in designing my house, rich or not.  Permadeath is severely cramping my risk taking.

#21 Re: Main Forum » Just a few questions » 2013-04-05 23:59:54

jasonrohrer wrote:

You've got a 5-bit lock that costs $1700 and has 9-thick walls protecting it?  Yeah, I totally didn't foresee that as being possible.  But, you know, players always do amazing things!

The problem with flux readers is that they don't give enough information.  Lanterns wouldn't let you see off-screen (so builders would just put the hidden logic far away to thwart lanterns).

The problem with voltage creators (like, a battery that you can attach to something to generate a current) is that they are hard to "attach" to some things.  Like, put a battery on a wire, okay.  Put a battery on empty floor, okay.  But put a battery on a door or on a wall?  Players would just design their houses to leave no room for the battery to be attached.  Or put electric floors there to auto-kill the player who placed the battery.

Also, I think that batteries would be a bit too powerful.  I DO want you to have to think through some houses.

So, the buyable maps fix this.  They'll only be available for houses that are rich and no one has yet been able to bypass (like, 50+ deaths or whatever).  And, they'll be expensive (like, 25% of house value, maybe).  So, they will coax the rich people back out into robbing (because only rich people will be able to afford them) and set a new goal for poor players (become slightly rich in order to take a crack at a top house).  The map will only be viewable "offline", in your own house, in a static pan-around mode.  You won't be able to walk through it or test it.  So, a really good house design can still be tricky, even if you have seen the map.  It will then be about designing real puzzles instead of stuff that can be brute-forced.

As a combo locker (well, recent combo locker.  I was originally a single lane electronic boogie woogie man and it was fun watching people going back and forth...); as a combo locker, I'm concerned that maps would reveal circuitry, thereby completely revealing the combination.  Anyone with logic can trace the wires to figure out the combo.

#22 Re: Main Forum » Names » 2013-04-05 17:27:02

make it tough enough and it will end up on youtube.  That's how I discovered my in game name...which is now changed so I dont' know it again.

#23 Re: Main Forum » Big steals » 2013-04-05 17:25:34

I was Benjamin Ackerman.  I screwed up and disabled a power plant thinking that it would make it harder to crack my 6 button combo lock with dogs entering the unpowered combo lock area...when I saw colorfusion steal all my paintings and money...I needed a wall to bang my head on.  Then I died during my next test because I forgot to fix the dogs.  I'm still working on my new house trying to make it much tougher, but I can't build up the money fast enough.

I've seen one cheater that I reported before and I think he got banned.

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