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#227 Re: Main Forum » This game is unplayable because of cheater! » 2014-04-16 15:43:40

iceman wrote:

If you want to use the leap of faith of a trapdoor and security of a powered door, why not use both?

Simply because beating the combo lock with saws solves both the magic dance leap of faith and the powered door. Why add more space to a trap when the minimum to beat it is still the number of saws it takes to follow the circuits?
The minimum price to break an area controlled by a combo lock trap will always be the amount of wooden wiring it takes to get to whatever it controls (+ 1 ladder if it controls a powered trapdoor)

I'm not saying what you created is useful, although having it all hinge on the combo lock is where I'm disagreeing. If I were to make magic dance and combo together, i'd make it so sawing through the combo lock causes you to not see the pet that controls the next trap.

Hopefully uncastlebar gets my point of thinking in terms of a tooled solution, instead of basing percentages and survivability with the assumption that a robber isn't going to use tools or revisit. smile

#228 Re: Main Forum » The Bounty Issue » 2014-04-16 11:49:46

jasonrohrer wrote:

The super-simple solution of reducing the murder bounty to at or below the cost of murder ($200) is interesting...  Might as well just buy tools with the alt and dump them in your main account (for $1000 in value) instead of trying to build up a bounty.  Already, vault-reach in a dead house to build up a bounty isn't worth it, because it requires at least one tool-dumping death in the dead house first to make the vault reachable again, which is $2000 wasted, and you only get $500 bounty for hitting a vault.

I like this change because it makes it harder to farm easy family kills, however, the profit margin is still. It's not just 2k accounts that build up bounty, it's also regular accounts. Don't forget that harvested clubs are $100. This means that someone can double that money (way less than before but still profit). If you brought it down to $100 it would be zero profit. I also think an upper limit on the bounties would be helpful in making things harder (require more time).

jasonroher wrote:

Following Cullman's already-scored thread-hijacking, the ability to use abandoned houses as chill-avoiding wealth-transfer points... this is an issue.  If X such dead houses are available, that would mean $X thousand in free money per day from a single alt account.  Cullman, your solution would work, but I'd rather have something simpler in place...

If we are discussing this here, I might as well throw down my input.

For transfer, dead houses weren't a limitation. Live houses will do the same. And you could do it on your own live house. As long as you can get to the vault of a house, you can drop off the bounty with a death and pick it up with another Acct.

You can also transfer tools using an alt scout (although painting will be stolen as well and are a hassle to pass back).
Acct1 has all tools, and throws as much into a backpack that he wants to keep, Acct 2 robs him to get his needed scouting tools. Acct1 returns.

I like the idea behind cullman's proposal that people only see a random list of houses. This would definitely deter trying to pass (although would be trivial with someone with A LOT of accounts). However, I do see some issues in the experience as a robber is that you can't case specific houses anymore since what you can see is random and may change.

Racked my brain for ideas, but this game is about wealth transfer (robbing) and it's hard not to take away from it and not alter the robber experience. The only thing I can think of is, if you can't take away an action, then change it's results. Mind you, this is a radical change:
For large transfers, i.e. robbing a vault, or dying in a house with a large bounty.
EVERYONE gets a piece of it somehow. There would be less outcry if everyone is profiting. This of course could snowball. But then again, I don't think this game has a problem with lots of money going into the game, the money will be relieved when people start having enough money to attack each other or update their house, and all the self test deaths and used tools would pull money out of the game. Paintings are also a source of money going out of the game.

The only problem I see with it is, the easier it is to obtain money, the less paranoid and hurt you'll be when you lose everything, since starting again isn't that much of a sting.

Ah well, there's my two cents. hopefully you guys can come up with something better than my insane idea.

Edit: grammar police

#229 Re: Main Forum » This game is unplayable because of cheater! » 2014-04-16 03:15:11

Yeah, you can make getting to the lock as hard as you want. I'm just suggesting the use of powered door smile.

Edit: added a short example of making it harder.
http://castledraft.com/editor/5p7BNk

#230 Re: Main Forum » This game is unplayable because of cheater! » 2014-04-16 02:09:14

uncastlebar wrote:

I dont agree in this points because electric floor and powered door have powered to work.
I prefer powered trapdoors. They work unpowered. And I made my circuit that for every destruction cut the power line!

I figured I will try to persuade you one more time. This time with an example.
Here's an example of making the combo lock for a powered door, using your format.
http://castledraft.com/editor/udt8bi
This stays closed unless you put in the right code, or you bust through and water the source that's holding the door closed.

I'll understand if you still like powered trapdoors, they have more benefits against players trying to stay alive.

Happy Building.

#231 Re: Main Forum » The Harris House - House Breakdown » 2014-04-15 22:40:34

Blip wrote:

I wasn't worried for two reasons:
1. People will usually try guessing a solution before cutting. If their guessed solution worked, why cut at all? They'll just ignore the interdependency entirely, and assume that the cat they saw lived as well. If they thought it died because they saw it before entering a combo with the final button included, they could just come back and do so, and then they would be sure the cat lived - even if it didn't.

For me, I've seen lots of houses where you can just follow the combo lock to the vault location. I am also super cautious. So I'd like to know if the power will cutoff before trusting it. Maybe it's just me. You have the tapes to prove it and I only have my theories. It's good to know what you've seen robbers tend to do.

Blip wrote:

2. See the dog above the sticky switch on the cat path? In the process of cutting to the trapdoor, he'll see you and close the powered door. (I think he's too far away to drug, but I'm not sure.)

You won't see that dog until you ladder up the trapdoor and step on it. The dog is drug-able at 3 spaces away.

Blip wrote:

Also, you forgot in you tool approximation that the trapdoor there is closed - for a pure brute force solution, you'd need 4 ladders, a brick, 2 guns, 2 meat, an explosive, a blowtorch, 17 saws, and lot of luck. You could also trade the explosive + blowtorch combo for a crowbar.

The trapdoor isn't closed, and I wasn't talking about a full solution, just how much it would be to locate the vault since it's in plain view. And yes, robbery is expensive, which is why I think blowing through with saws is usually the better idea since you can actually get those from your house income.

Estimating the cost. (I don't count bricks, water, dogmeat because they are so plentiful).
First scout trip, wire cutters, until i see ladders and combo lock.
2nd come back with 30 saws and 4 ladders. (would locate the vault but not enough ladders), although, this is usually enough. End result of a long set of wooden wiring is usually solvable by 2 ladders, no matter the amount of trapdoors daisy chained (so i bring 2 more than what I already know I need).
3rd come back with saws galore and 5 ladders. (vault hit)
Accounting for a safety gun on trip 2, (trip 3 is fully mapped so no need for a gun), it would probably cost around $30-$40k.

My high end experience is very limited though. But just letting you know what's in my head smile.

#232 Re: Main Forum » The Harris House - House Breakdown » 2014-04-15 19:51:44

Nice house!

The only thing I don't like is the section 2 to 6 link.
It leaves a wooden trail from your combo lock to locating your vault. 3 cutters, 17 saws, 2 ladders is the bare minimum.
However, I think it's the natural path for anyone trying to brute force a combo lock.

I liked section 1 and 4 the best. Losing sight of pets is always intimidating. smile

#233 Re: Main Forum » I quit as well & 'Multiple Accounts At Their Most Malicious' » 2014-04-15 19:33:22

Welkin wrote:

I'll let you message Jason, I still feel a bit embarrassed about this melodramatic thread.

I sent the email.
Don't feel too embarrassed.

This game does that to you. I think everyone here can understand loss. And they forget how they felt when it happened to them. There's plenty of people who b*tched when they had their first loss. And then there's all the people who b*tch about the people who b*tch. And then there's me who's b*tching about all the people who's b*tching about b*tches.

So to sum it up, I'm a b*tch, so don't be embarrassed, b*tch.

#234 Re: Main Forum » Sorry to whomever was using 2 alt accounts to Suicide Scout Stowers. » 2014-04-15 19:12:39

LordSora wrote:

how do you even get past the first part of the house?


Get the north cat to run down to meet the dog. Then go say hello to the dog (the dog wont chase you cause of the cat). This will cause a sight shift (the way the camera moves so you can see more will change). Then you go greet the no so deadly chihuahua.

Try it out in self test smile

Edited for the quote.

#235 Re: Main Forum » This game is unplayable because of cheater! » 2014-04-15 18:58:47

GotABigTrap wrote:

All you need is a doorstop.  Let the dog see you and walk back out to the entrance hallway, step him down to be adjacent to the trap door.  At this point it is a matter of trying all the combinations.  You can basically do the same thing for the 2nd dog.  Once the first lock is solved you let the 2nd dog see you, backtrack to the enterance again to get him to power the trapdoor...

Totally forgot about the space the entrance gave to maneuver the chihuahua. This would allow you to figure out the gate on the first trip. However the second one has sticky switches so it'll require a revisit.
Each guess costs meat, doorstop, for the second gate. Which makes a high chance of getting to the vault in the first life, and a 100% chance on the second life.

Thanks for the reminder GotABigTrap.

#236 Re: Main Forum » Feedback Please » 2014-04-15 18:31:37

The unlimited funded robber experience:
Skip past the initial free and low investment scouting (a few meats/wire cutters).

I like to see how far saws can take me first (I gotta use the gifts i've been given). I think 15 saws is a good investment if the place has a big enough value. (this is in addition to meat/water/bricks/1gun).

I'd probably saw behind that windows cat first since it's cheaper than wire-cutting the path after the leap of faith. I'd travel southeast and see your combo lock. Which I would check being only one deep (this is telling me the vault isn't in the corner). Saw the to keep the power door open and brick the two wooden doors to see the path turn north. Back to the pulse room and saw north. I'd ignore the west corner since you can't walk there. Then I would saw north above the powerdoor button because I'm not planning on crossing the trap doors. I wouldn't get that far before running out of saws (15).

Next run, I'd probably continue the saws run since the house has proven vulnerable. And bring maybe 3 ladders for a hopeful final run. You need 2 ladders and a bunch of saws to break a bunch of trapdoors next to each other. 1 more just in case.
Out of the steal path and the concrete one, I'd check the concrete one first since your concrete is built in a curve. It's natural for people to want to put the vault further away than closer on a path.

After luckily choosing the correct left path to the vault, I'd come back to kill your family since it appears you only have limited space for them in that corner. it might wrap around next to the vault, but the way you have it setup with the cat in front means I don't need guns, only clubs and a couple dozen clubs may be worth it to go check it out. (you actually only need 19 clubs + 1 brick + 1 gun, for wife only).

overall cost (i don't consider bricks, meat, water costs. saws, wire cutters, clubs are half value)
Scouting trips, 2 wire cutters (one for dog start, the other for the cat window). = $400
1st trip, 15 saws + 1 gun = $3000 + $1200 = $4200
2nd trip, 30 saws + 3 ladders + 1 gun + 1 explosive + 1 crowbar = $6000 + $1200 + $1200 + $2400 = $10800
Wife trip, 30 clubs + 3 guns = $3000 + $3600 = $6600.

So safe high budget brute force = $400 + $4200 + $10800 + $6600
$22k to wipe you clean. Staying alive and robbing is expensive.


The limited funded scout with unlimited lives:
Probably wouldn't put too much investment after the plethora of electronics I may not be able to check, near the first button. I'd probably try three times, once with the button on, button off, button on then off. But I'd probably look for an easier house because it will take a lot of tries.


All that being said, I'm sure you can come up with ways to stop a like minded robbers. smile

#237 Re: Main Forum » Christopher N. Cantrell's house » 2014-04-15 17:29:32

I wonder if they jump in the pit to the left because it might get them better vision of what's around the corner?

#238 Re: Main Forum » The Life and Times of Christopher Alvin Harris (With Part 5!) » 2014-04-15 16:41:23

MMaster wrote:
Cylence wrote:

http://i.imgur.com/b82eW.gif

I like how he's getting insane as time goes by.

Do you want to hear end of the story? big_smile

Already know the ending, but life is in the details!

Edit: grammar police.

#239 Re: Main Forum » The Painting Directory » 2014-04-15 16:39:04

Blip wrote:

And Cyclene, yes, when I do two sets of chain robberies, I just idle in the house of the account I'm not robbing with and occasionally press arrow keys so I don't time out.

Thanks for the answer. I was wondering if I could hunt your chain accounts to grab them when they jump in value but, now I know I probably can't, or would have to be really lucky.

Blip wrote:

I died to one of those dog commit gate setups which you have to go and turn on first before you get the dog.

Man, that brought me back. First time that happened to me was in gyuri's house where you have to send the cats. I had a bunch of time since the dog was trapped behind a corner. And I saw the leap (didn't know cats had to go through first though). Then I went to go grab the dog, and crap. Should have hit the button first.

#240 Re: Main Forum » I quit as well & 'Multiple Accounts At Their Most Malicious' » 2014-04-15 16:30:34

Hey Welkin,
Let me know if you email the idea about the checkbox or option to get back into your house when multiple people are fighting to get in. If you don't plan on it or respond, I will. We've got his attention for the bounty issue and I figure we'd want to get this one in as well.

Freelove wrote:

Every house will fail.

Freelove,
Welkin didn't think his house was invincible. He just wanted to be able to spend some money by either changing his house or getting tools to rob someone (although he wouldn't be able to find the main account of his attackers). He already expressed that he could have taken it better if he didn't assume that. And we came up with an idea that would lessen his frustration. He's gonna take a break and may come back (I've heard him quit before, but he loves the game like us).

Being locked out of the house means you can't play the game, no matter what your goal is..
And I think it's pretty serious. I'm sure everyone here will complain if they can't get into their house all day.
It's frustrating and happens whether or not people have multiple accounts or not. Imagine 5 individual people with single accounts all trying to break your house. You'd have to somehow click faster than 4 of them.

#241 Re: Main Forum » Neighboorhood News » 2014-04-15 15:35:19

Plenty of good TCD fiction lately, I'm gonna run out of popcorn gifs.

2XGa3.gif

#242 Re: Main Forum » Tutorial: The Ordered Combination Lock » 2014-04-15 15:29:27

My problem with combo locks has always been the size.
Do you have a recommended format for the smallest effective ordered combo lock?
If it gets down small enough, I wouldn't mind adding it to the arsenal.

#244 Re: Main Forum » This game is unplayable because of cheater! » 2014-04-15 15:21:15

Haha, I just realized I gave you a security tape of you getting robbed over 3 days in a text format. Hopefully you enjoy reading as much as I enjoy watching someone solve my house.

#245 Re: Main Forum » This game is unplayable because of cheater! » 2014-04-15 15:17:32

Iceman has given a plausible explanation.
I don't think there's any way to verify if someone cheated or not.

I'm just here to ask one question that might have been missed.
Did you get any 1 step suicide tapes?
If so, it's possible someone died from the cops but saw more of your map than you think he did.

After reviewing, http://castledraft.com/editor/ybMSKJ
I figure I'd lend you the mind of a robber so you can understand that percentages only apply to no tool solutions
You have to consider a tooled solution when designing your house.
------
1st life, 1st visit, initial scout.
... Find a dog, go home.
1st life, 2nd visit, 1 meat.
... Find the commit gate that I can short, and see it's a bit lock with toggle switches (yay, I can try multiple combos).
1st life, 3rd visit, 1 meat, 1 water.
... Find out I can't verify multiple combos since its a leap of faith (boo!). However, checking down the hallway shows the circuitry is possibly only 4 walls deep. Meaning I could get past it with 5 saws to get past the trapdoor, or I could use 5 saws to figure out two buttons. A ladder is cheaper and I can then try to figure out the combo, which I plan to do in the next life. But let's make my life easier and find out one of the buttons in this life.
1st life, 4th visit, 4 saws, 1 water.
... Burrow down the last button. At this point I would try a combination and leap since my saws didn't affect anything. However some people could choose to wait for the cops or force exit the client to prevent you from seeing the last tape.

Review my recorded games and finish up any details I incorrectly mapped.

2nd life, 1st visit, 1 meat, 1 water, 1 ladder.
... Ladder up the trapdoor, but don't go past it since the chihuahua may turn it off. Figure out the combination. Then figure out if the chihuahua will turn it off. Discover its the same style trap with only 3 sticky combos. Optional try and die or cop death again.
3rd life, 1st visit, 1 ladder, 1 meat, 1 water.
... Enter the combo, leap the first one. Ladder the second one. Vault.
This is assuming you don't change anything of course of 3 days, but imagine I had 2 other friends I can pass the knowledge to. You would have a small window to change it. Sorry, but map sharing is something that can't be solved at all, it's just inherent to the game.
------

Improvements.
1. I don't like combo locks. Too much space. However, if you are gonna use it. Use sticky buttons and make it 6 saws deep (2k's can't figure out your combo with dives).  This also will save space on the dog jump since you won't need it.
2. Use a powered door instead of a trapdoor for the combo lock. It'll take a crowbar $2400 to brute force, which means 2k divers can't go past it (comparing to a trapdoor).
3. The dog and powered door only take $200 to be able to come back. This means 10 tries per 2k life if you change it to a door (verifiable). I wouldn't use the door, it's not cost effective. You can use the money you saved from not using a trapdoor to afford another trapdoor and pit (from chihuahua dance) to afford more commit dogs in the front. I believe dogs to be a great investment since when you need to change things around you have to pay for powered doors again, but you don't have to pay for dogs again.
4. 3 button combo locks can be solved with minimal saws, as Iceman pointed out. They are a big waste of space. Ordered combo locks can't be solved with minimal saws, however, they take up too much space too.
5. Check out the guides in my signature, maybe you'll find something new.

Hopefully this will help you in your struggle against the unfair world of Castle Doctrine. Happy Building smile

#246 Re: Main Forum » The Painting Directory » 2014-04-14 22:16:31

Blip wrote:

It looks like me being an idiot and not seeing what was right in front of my face payed off for once. tongue

Haha.

Any answer for my other question:

Cylence wrote:
Blip wrote:

What I've been attempting this weekend is a tactic I call "double chaining".

How do you hold onto the value when you run the chains? i.e. do you have a house with one of them, because I'm not sure how you would alternate robbing with each and not get the tools stolen. ..Or maybe you just house sit with the inactive one and jiggle the mouse?

#247 Re: Main Forum » The Bounty Issue » 2014-04-14 22:08:40

Pohaku wrote:

... some measurable factors that should go into determining a player's bounty increase when they commit a robbery:

1) Number of deaths in the house they robbed SINCE THE LAST SUCCESSFUL ROBBERY.  This neutralises the 'Connel Factor';
2) The amount spent to build the house they robbed.  This makes $2000 0/0 'Gimme' houses worthless in term of bounty, and will be a crude measure of how difficult the house was to rob;
3) A ratio of stolen amount:tool cost.  Anyone can brute force a $10,000 vault in a house that cost $70,000 to build, if they take $30,000 worth of tools with them.*  So take into account how much they spent on tools to take down the vault.

2), just because a house is "expensive" doesn't mean it's better. Imagine a house full of powered trapdoors with the vault right in front. It's the most expensive house you could build, but really really easy to rob.

3) I do like the idea of measuring how many tools it took a robber to rob a house. However, since you can make multiple trips, how do you account for someone using $100k in tools to figure out the no tool solution, and then coming back with no tools?

#248 Re: Main Forum » The Bounty Issue » 2014-04-14 22:03:06

iceman wrote:

Actually, it would work for either of our methods.  You simply rob your main house with your alt, change all of the money you robbed to tools, and suicide in your main's house.

Actually you could just buy tools with the main and throw them in the backpack before robbing with your alt. I see your point in the fact that a user could harvest a bounty from his own house by breaking it himself (he knows the solution) in order to cash in on the bounty. I was only focused on sending his alts to die at his house to pump up the bounty.
I don't think there's any way to avoid this since there's no way to separate someone who knows the tool-less method from someone who didn't, which is why I proposed a max to the bounty so it isn't growing indefinitely.

Robbing yourself would require you to wait for the pending bounty to grow through time to a max in my method.
Robbing yourself would depend on the influx of kills in your method. (which at some extent can be having your alts 2k suicide into your own house).

iceman wrote:

I'd say the first two are definitely good houses, (in different ways), and my system reflects that.  In my mind, the first is better- having over 100 attempts by suiciders, and killing 5 people who didn't want to be killed means it's a very tricky house.  The second is obviously less tricky, but still fairly strong to brute forcing (although we don't know if that's 20 $5k scouters or 18 divers and 2 $50k scouters- the first isn't too impressive, while the second definitely is).  If Jason thinks those two examples should give the same bounty, he can just change the variables.

This is why I subtracted $2000 from the my tooled addition calculation, to rule out divers. I generally like kill houses that generate income as well, and I think they are better for me, but if you don't need or want income, a house that protects is a "better" house.

iceman wrote:

It's the third one where our two methods would really differ.

Correct me if I'm wrong, but we both want a house that is "better" to increase the bounty of a robber more.  So that bring us to the question- is a house that nobody dies in or brings tools to better than one that does?  My tendency was to say no- that house is untested, and the game has no idea whether that house is hard or not.  Maybe it's the best house in CD history, maybe it takes 1 brave robber with a saw to rob- the game can't calculate the robber's skill (which manifests itself through his bounty) unless other people have failed before him.

But: a house that no-one even tries?  Doesn't that mean that the house looks impossible/ridiculously expensive to rob?  David Michael Scott's house comes to mind- if a house makes you turn around immediately and not come back, doesn't that mean that it's a very good house in that aspect?

David Michael Scott's front was definitely deterring.
Basically, a "better" house should be one that can protect something that other people want for a long amount of time, this includes editing, since the best house is an ever changing one. Killing is not required. Killing is good for income of course. If it defends by reputation or an awesome fearful front, I still think that should count. Of course it could be a sham, but the longer it fools people, it should have some value.

iceman wrote:

In a perfect world, I'd say mix our two solutions- have a house's pending bounty based on kills, time, and tools.  However, mixing time and kills is the most open to exploitation and farming by people with dual accounts, by turning the houses pending bounty into cash.  Time can give them a very stable income (basically a salary), while kills let them double their bounty payoffs.  Mixing both means a stable double salary, along with a bonus of whatever double houses happens to drop your way.

I think basing it on kills, makes it based on accounts. i.e. The more accounts, the more attempts. Time is independent of accounts. Tools is dependent on accounts, but the return is negative so it shouldn't matter. No matter what we base the bounty system on, the ability to farm it is built in. Adjusting our variables should mitigate that (in yours and my method).

iceman wrote:

Honestly, though, I think both solutions do an equally good job of making skill-free bounty increases much, much less effective.

Totally!

Thanks for sharing your thoughts. Hopefully Jason will weigh in and come up with a better solution drawing inspiration from all our discussion.

#249 Re: Main Forum » The Psych Ward - House Breakdown » 2014-04-14 19:06:17

I love coming home to videos with a huge number of steps.

Also, just wanted to point out an awesome trap that is so subtle.
The dogs in the four corridors. 2 of them are behind 2 doors, and one is behind 1 door.
I love these types of traps where you lead the robber into a false sense of security. Moving too fast will get them killed if they assume all those doors are 2 doors deep. smile

#250 Re: Main Forum » Home Invasion 101 » 2014-04-14 18:48:08

FreeLove wrote:

Argh! I wanted to write this exact tutorial but you beat me to it! Well done.

I'm sure you have ideas to add that I haven't covered or thought of. Just share them here smile

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