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#251 Re: Main Forum » Real money contest $200 via paypal - Real money bounty on.... » 2014-04-14 18:42:08

I want to try this but, I don't want to lose my house. I'm still working on upgrades, so I can't commit the tools to make a safe excursion.

Anyway I'm sure you're having more visitors now. Enjoy your tapes. smile

#252 Re: Main Forum » I quit as well & 'Multiple Accounts At Their Most Malicious' » 2014-04-14 18:19:20

Welkin wrote:
Cylence wrote:

Although since you're streaming, building it out will expose your house, so I'm not sure.

Not much of a worry anymore I think. When I first started I would get wrecked by random people with "Sniped" as their house... but now no one even got past my first Magic Dance without using ladders, and that info has been streamed multiple times.

Ah, that's good to hear. I usually just clear my front entrance, then draw a line of panic buttons around the area i want to play in. That way no stray dogs get me. For sight traps, I have to clear a lot though. After I'm done, I just exit with out vault test instead of hitting Undo. smile

#253 Re: Main Forum » The Bounty Issue » 2014-04-14 17:51:16

HardKor wrote:

The problem I see with these equations is someone could farm their own PB by robbing themselves on an alt and dropping that bounty back into their main house.  Would only be able to do it once per day, but still would greatly increase funds depending on how many people died overnight.

I'm assuming you're referring to iceman's equation since your reference to PB. My proposed solution is based on time, so no matter how many alts you have, you're gonna have to wait for it to grow. The Z tool addition is also not worth spending $N dollars on tools only to bump a bounty $N*Z (which will be a negative profit).

You did make me think of one thing. A user can make about $1100 a day per alt account (taking his alt and buying $2k worth of tools, and suicide) without bounties. If whatever they are making off the new bounty system is the same or lower, then it doesn't matter.

#254 Re: Main Forum » I quit as well & 'Multiple Accounts At Their Most Malicious' » 2014-04-14 17:36:28

Welkin wrote:

If I could get back into my house to grab tools or spend money by clicking a 'return to house when available' checkbox, which automatically pings the house to let me back in as long as I'm not 5 minutes idle that would be great.

I like this idea a lot, better than my 3 minute window. Just a simple, would you like to return home at the next available time checkbox, that supercedes any other visitor. This would allow people to get back into their homes even if a bunch of accounts are trying to rob him/her.

You should email this to Jason.

My biggest critique is for you to play around in self test more. I saw you finally did that when trying out the a dog dance, but you tested it with the dog one position off (i.e. it had to take a step towards you first as you went off to the right). Sometimes that one position matters =). Although since you're streaming, building it out will expose your house, so I'm not sure.

#255 Re: Main Forum » The Bounty Issue » 2014-04-14 17:16:06

iceman wrote:

A house is considered "better" as people die in it (the better the robber was, the better the house is considered) and as they fail to brute force it.  Robbing a "good" house means a robber is "good" as well, and killing a "good" robber will give you much more money than an untested one.
... I'm just wondering, Cylence, if you could explain exactly why you prefer your solution over this one (I'll do the same when I have time).

I stated that I don't think killing is the only factor that determines a "better" house. It doesn't take into account what was being protected. A house at the lower end might be attractive to cheaper and take down a bunch of 2k divers and then get luckily broken one time. A house on the upper end may not have many visitors kills and have one person with enough tools get to the vault because the tools he brought matched the value he was going to get. The robber skill should be based on stealing something that no one else can steal. The house difficulty should be measured on how much it prevents theft/murder, not on how effective it kills.

Which house do you think is better
One that holds $20k and kills 100 2k divers and 5 "good" robbers?
or
One that holds $20k and kills 0, but have had 20attempts by robbers have spent a total $100k of tools with no results.
or
One that holds $50k and kills 0, but is so scary no one wants to even try.

I think which one is better is based on perspective, but your system is giving no credit to robbers who can break the latter houses.

#256 Re: Main Forum » The Bounty Issue » 2014-04-14 16:53:23

Lord0fHam wrote:

also i think making all these changes would cause there to be not enough money in an already small economy. it can take days to get a couple of bounties, and if they are only $10, that would suck.

My suggestion is only changing the addition that robbing a vault or murdering gives. Jason can play with the initial starting bounty ($100) to increase or decrease the economy flow. I know it used to be $200 and even $50.

#257 Main Forum » Killing your relatives. » 2014-04-14 16:41:42

Cylence
Replies: 0

My char's name is Ronald Micheal Jensen.

I received a call from Eugene Timothy Jensen
"What are you doing visiting at that late hour. ET go home"
Fzzt! Thud
Crap. How am I going to explain this to Aunt Wilma?

W9ABiaa.jpg

#258 Re: Main Forum » The Bounty Issue » 2014-04-14 16:21:01

GotABigTrap wrote:

I'm a bit worried about some of the proposed changes.  Additionally, I don't quite understand many of the proposals

I'll try to plug in some numbers so my proposal is easier to understand:

quick summary refer to the original post for full details.
Bounty Addition (B): the number added to a thief's bounty upon murder/theft.
Time Interval (TI): set amount of time to increase the Bounty Addition (B)
Bounty Increase (BI):  This is the total value of the house plus the value we assign to paintings (X) multiplied by some percentage (Y).
the formula: BI = ((X * number of paintings) + house listing value) * Y

Lets say we set the value of paintings, X at $5000 each.
And we want the percentage, Y = 1%
And we want a Time Interval, TI every 6 hours.

A house with 2 paintings and $10000 is made fresh (unlikely but lets just keep it simple for now) and will pay $0 to someone how robs or murders in it.

Every 6 hours, if there has been no theft or robbery, the added bounty for murdering or robbing this house will be ((2 * 5000) + 10000) * .01 = $200.

Which means if the value of the house or painting don't change, then after a full day, the bounty addition the house would add is $800. If they do change, then it would add more or less. Obviously the longer a house has been around without a murder or theft, it would be bigger.

Note: if the value does change, the increments would as well. Meaning if a house drops in value (spent on tools) then its addition does as well.

Of course, Jason can change TI, X, Y to be however he wants. I also proposed Z after my discussion with iceman. Z = percentage of tool value brought in minus 2000.

#259 Re: Main Forum » The Bounty Issue » 2014-04-14 15:55:07

cullman wrote:

I am just trying to help...
Sorry I annoyed you with my friendship.

I know you are trying to help, and I appreciate the ideas, I'm just hoping to steer you towards the center issue. And no need to apologize, you weren't annoying me. I'm just excited that there may be a change to the bounty system and want your energy focused and that specific issue smile. Transferring or gifting of bounties may not be such an issue if the creation of bounties has changed.

iceman wrote:

Although I really like the simplicity of your solution, I would prefer increasing the house's bounty based on actual activity in the house, not just as time passes. Basically, a house that has lots of people die or waste money robbing it *should* increase the robbers bounty more than a house that everybody ignores.

Yeah, I agree with you and already said I liked more complication smile.
How about in addition to my formula. The bounty also goes up for the amount of tools brought in after a failed robbery attempt. Using the same variables:

After an unsuccessful (no robbery or murder) attempt,
B = B + (Z * (total value of tools brought in - 2000))
Z is the percentage of the tools total value (to keep it simple we'll say it's retail and not resale value).
The 2000 subtraction is there to prevent 2k dives to increase the value. (may have to check if this becomes negative and zero it out if so)

So... lets say Z = 5%. If someone comes in with 20k worth in tools and fails to commit a murder or theft, the bounty addition will increase by $900. (.05 * (20000 - 2000)).

#260 Re: Main Forum » The Bounty Issue » 2014-04-14 15:19:10

cullman wrote:

I have a proposal...  In my mind, these house were designed and are left in zombie state to transfer money between alts to avoid chills directly between their alts...

The discussion should focus on this idea

jasonrohrer wrote:

But we could construct a better measure of what a "good player" is and only build up bounties on players that match the better, more strict measure.

Your suggestion is working towards fixing the problem transferring huge bounties. Transferring wouldn't be a problem if bounties aren't easily created.

Jason started with a suggestion from a thread you started where it was mentioned that having it based off of house value would be better. He's trying to expand on this idea. Please try reading his suggestion and other people's suggestions and offering thoughts and ideas related to the goal of the thread.

#261 Re: Main Forum » I quit as well & 'Multiple Accounts At Their Most Malicious' » 2014-04-14 15:05:26

Hey Welkin,
I never catch you online, but I watch the recorded ones and it's always fun. You always show me new ways of looking at problems and I'm grateful. But also, you miss things and I'm always yelling at my computer, there might be a clock! oh no! don't go! Either way it's pretty awesome.

I don't think the money trace is something that can happen. However a simple 3 min window to allow owners to get in and change things should help when a lot of accounts (same or different user) are trying to get into your house. Basically after every attempt, the house cannot be attempted again for 3 mins allowing a user to return if needed.

Do you think being able to return and change things would have quelled your frustration?

#262 Re: Main Forum » The Bounty Issue » 2014-04-14 14:57:12

iceman wrote:

Yeah, I think I'd want broken houses to stay around- they just shouldn't give big bounties to people who rob them.

If you read my proposal above, broken houses won't provide additional bounties.

iceman wrote:

Maybe a house's bounty value could increase based on tools brought in, as well as kills?  That way, robbing a house that has withstood 5 $30k robberies would increase your bounty as much as one that caught several skillful robbers off guard and killed them.

I like the idea of surviving more tooled attempts being recorded. You can always get more complicated, and I believe I provided a solution that is in the simplest form. I'd prefer it to be more complicated but more complications means more values to tweak when balancing. Please go over what I wrote and let me know what you think.

#263 Re: Main Forum » Is Money Destruction too Easy? » 2014-04-14 14:50:18

Is Money Destruction too Easy?

Yes.

You can have 100k and die, it all goes back to the bank.
Is it a problem? I don't really see it as one.


And having a tool market is cool, however I wouldn't make the normal costs variable. And it doesn't address the fact that money can go out of the game easily.

If I wanted a tool market in this game, it would be allowing players to have their harvested tools be sold to other players at a price they choose (min bank resale value, and max being retail value. i.e. saw $200-$400). So as new players and your $2k might go a longer way by buying the $300 market rate of saws collected, instead buying a $400 saw. And as a house owner, you can decide how to price your tools and how much. Then people can visit houses to buy tools from people willing to sell them. It would probably be a lot to implement but would be the idea is fun.

#264 Re: Main Forum » The Bounty Issue » 2014-04-14 14:40:19

iceman wrote:

Yeah, Stefan and MMaster had the ideas of removing the house after a certain amount of time and reducing the bounty based on how many successful robberies there have been (respectively wink)

I actually like having broken houses around. Legacy of retired players. Easier money for those who care to map it out. A house you can set a surprise trap for everyone looking for money in that house. It's another aspect that I think is interesting.

iceman wrote:

I still really, really like Jason's idea for calculating "skill"- your bounty increases by a fraction of how much bounty money has been payed to the vault last.  That means that broken houses don't build up large "bounty values", and robbing a house that has killed the best robbers in the game will give you a bigger bounty than robbing a uninspired turtle that cost the same amount of money.

I actually think turtle houses require as much skill to break. The dangerous houses trade off brute force cost for the possibility to kill. Which means it's cheaper to break. And I wouldn't call them uninspired, I've seen very interesting turtle houses. Although, I think the true skill measurement is getting to vaults that no one has gotten to (regardless of kills).

#265 Re: Main Forum » The Painting Directory » 2014-04-14 14:30:59

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?

Blip wrote:

I was absolutely shocked. My only plan was to see whether the wife was located in the bottom or top corner; it's surprising how one can tell the approximate vault location from the wife path location and the initial curvature of the entrance path. I had assumed that the wife would be at the bottom, and the trap would go up, then down, then back up along the far wall to the vault. I just wanted a quick scout to check, so I tossed a very short chain at it. I was ready to either find a solid wall or a pit-bull waiting ahead of me.

The dead daughter actually prevents the family (assumed alive) from being on the bottom path, since they block family movement. Just a tip if you see dead family. I was hoping that would tip off family killers and cause them to go up where they would spend upwards of 30 guns to find... well, the whereabouts of his family will be undisclosed. smile

I let him know how you did it but he's still reeling from the loss. His first big loss.

#266 Re: Main Forum » The Bounty Issue » 2014-04-14 13:42:14

Robber skill is based on house difficulty. A difficult house is a house that has something that is worth being stolen and has had its defenses tested. Houses that don't attract attention (low value or painting less) have less testing of its defenses. It's when you've got a high house value or a high painting count that people want to get in and actually prove the houses difficulty. The difficulty of a house is only apparent after time.

Below is the formula trying to match my thoughts above.

Bounty Addition (B) is unique for each house.
B starts at $0.
B is awarded (added to the thief's bounty) upon theft or murder.
B is reset to $0 upon theft or murder.
B only increases when a house is in an Undamaged State (US).
US = 1 (true) after a self test.
US = 0 (false) after a theft or murder.
B Increases (BI) every Time Interval (TI) while in an Undamaged State (US).
For every TI, if US == 1 then B = B + BI
BI = ((X * number of paintings) + house listing value) * Y
X is the perceived value of a painting. Could be constant or based on how many are available in the auction house (more valuable when less paintings available).
Y should be a percentage of the total value that we want to add to the bounty
B should have a max limit (BX) (anything unbounded is dangerous).

TLDR: The longer a house holds valuable stuff without a murder or theft, the higher the bounty it will award to the the criminal who would commit murder or theft in this house. (Edits allowed)

Jason, you can plug in numbers to fit the bounty economy however you want.
This should address the goal in measuring "skill" or "house difficulty" while mitigating abuse since it is based on time. It also isn't based on edits or non edits since a well defended house can be one that is edited often to stop thieves. The fact that it only increases after a self test and before a robbery or theft means broken houses won't add bounty. Low value houses have to be around for a really really long time for them to add significant amounts to a bounty.

Additional thoughts.
1. Bounties on robbers should have a max limit as well.
2. It would be nice to have a 3 minute window where you are not on the listing after each visit. Any number of accounts can't lock you out for more than (20 mins) if you sat by and tried to get back in. Right now, you have to get lucky if two people are battling to get in your house. This may punish scouting and returning with tools during the 5 min start window but shouldn't be too bad. Welkin spoke of his frustration of not being able to enter his own house (he also had frustration on not being able to trace his attacker).

#267 Re: Main Forum » The Painting Directory » 2014-04-13 16:27:01

Blip wrote:

I got Kane and Geyer, but somebody grabbed Geyer's painting from my empty vault...

2 questions for BLIP,
Geyer is my friend (doesn't participate on the forums).
I ended up designing his house for him and when he saw you crack it, he swore he'd been gotten taken by some hacker.
I reviewed the tape, and surprisingly enough you brought just enough tools (2 saws, 6 explosives).
Although, I don't think you're hacking the maps from what you've been posting.

The only thing that makes sense to me is that you've got a "funded" alt scout. Something I hadn't prepared that design for.
Moving south with a dog chasing you and no safe path definitely meant it was a suicide scout, not a safe probe. So the main purpose of the trip was to see what was down there. The design was unprepared for high budget suicide scout besides a chain robber. However the difference would be the chain robber wouldn't take that path since they are trying to hit the vault (not just scout an area and die).

1. Can you let me know if that scout was chain robbing to gather the funds for 2 saws and 6 explosives, or were you somehow passing tools to him? After thinking about it, might be possible with a alt2 vault holding tools, and you transfer it by having an alt1 scout rob your alt2 tool bank while the alt2 carries the tools he doesn't want to transfer in a backpack. Either way, it's something I have to prepare for now, but it would be nice to know how you're doing it. smile

2. Were you surprised the vault was there? I actually designed a bunch of puzzles and the vault was originally at the end of them. However, my friend got too nervous running the full no tool solution so I had to make another alternate vault location that was easier to get to. Hence why it was so close. Anyway, he said he's done for awhile, and wanted me to house sit. I ended up moving the vault back to my original intended first location (at the end of the puzzles). We'll see if he cools off and comes back before it gets cracked.

Note: I don't want this to turn into a b*tch thread about multiple accounts. There's already plenty of those. So please do not reply with complaints. I just want to hear about Blip's process so I can confirm my suspicions and maybe hear his process so I can better design against it and adapt.

#268 Re: Main Forum » First $600 bounty in ages » 2014-04-13 00:45:00

crazyace wrote:

maybe because cyc took 35k and 18 paintings the other night.. grats Cylence on that nice guess at the end.

That was my second visit, and surprised I got lucky in the end. I didn't want to check the last or the second to last for sure, your earlier choices alluded to those not being correct. So I jumped in, and bam there was the vault.

On my first visit you put the correct path on what I thought would be the correct path because it was the hardest to guess, then you did that on the second one too, but i had to check the northern path because it would give me a sense of spacing. The next visit, I had to rule out another jump path to another set of choices which is why I checked the end and middle first. Although, I calculated the number of extra trips to make after that one, and it would only take 2 more trips. 1st trip to rule out the top by drugging dog and just checking. 2nd trip to check the bottom half.

It was a neat design and if you want to hear my thoughts on improvements, let me know.


Ok, back on topic:

pagedMov wrote:

So, yeah. Whenever I'm sitting on my lazy ass waiting for bounties instead of robbing people, I only EVER get $100 bounties. Today was the first >$100 bounty I've had in literally 3 lives (each one lasting a few days). He came in with >$2k worth of tools, some explosives for some reason, and some other tools that would work better. He died in 4 steps. Lol. But the idea still stands; is everyone else having nothing but $100 bounties?

I usually get $100, but occasionally I see $1100 or $600. These are usually chain robbers. The bigger numbers are always cautious high budget thieves and you can usually tell because they visit with a lot of tools. If you've got a set of paintings and can kill of those ones, you'll notice higher numbers. Paintings attract a different crowd.

#269 Re: Main Forum » The Psych Ward - House Breakdown » 2014-04-13 00:35:40

clap clap. Awesome house. I was in there trying to figure out the first jump. I ended up breaking someone else, but I really wanted to check out the electronics behind the paradox/not paradox circuit.

Bravo on the place. That solution would take forever to figure out. I gift you with the gif I dropped on blip. Was a fun read. smile

Tell-Me-More-Popcorn-Nommer-Gif.gif

#270 Re: Main Forum » 2k Starter Houses? » 2014-04-11 21:47:00

Nice pictures smile. Although the later font gets hard to read. sad

#271 Re: Main Forum » The Painting Directory » 2014-04-11 18:36:51

Bishop died today. Surge After Hokusai is back on the market along with Eye's Wide Spread.

Edit: I was wrong. Bishop is still alive. Someone must have robbed him and then died.

#272 Re: Main Forum » Well tooled scout, slip or suicide? @Ronald Michael Jensen's place. » 2014-04-11 18:13:37

cullman wrote:

I almost always have OCD about leaving some kind of trap house up while I sleep.

Now I understand what you were referring to.

cullman wrote:

I think you are the exception, many of top houses are by design pretty ruthless with in the first 10-15 steps unless  you have many ladders.

Wait, you've been to my house? It's definitely not a top house. I hover around 4-10k, spending on upgrades. Mine is actually pretty ruthless now. I used to have a wooden porch but because Okeefe's stash came with 16 paintings, Weaver was doing a little more poking than I would have liked. I needed a stronger front.

In my 2k life however, I don't need ladders, I just need the no tool solution. Sometimes it's easy, other times hard. The trapdoors don't scare me away as much as the powered doors though. Damn crowbar is out of my free money budget.

In my post huge heist life, I don't rob high level houses until my house is done and harvesting tools for me. I'm still working on upgrades. I still poke around the lower levels to see if there's any cost efficient targets. Have to catch those houses that made a bunch of money overnight and haven't upgraded.

#274 Re: Main Forum » The Painting Directory » 2014-04-11 17:51:01

Not really disconnect. Could be cops. They are referring to the 1 step suicide tapes.
You'll get a 1 step suicide tape when the robber:
1. loses connection
2. dies from cops
3. actually suicides on the mat.

The good thing is you get all the tools from the robber who died.
The bad thing is you don't get to see how far he got.

Edit: to sum up. I think disconnect scouting refers to intentionally dying from cops to cover up your tape.

#275 Re: Main Forum » Well tooled scout, slip or suicide? @Ronald Michael Jensen's place. » 2014-04-11 17:45:14

cullman wrote:

For awhile when I had more time I was just doing 2k scouts.

Ah, so you did spend notable time robbing then. Next time don't say ""Today is probably the longest I haven't had an house up, since I've started playing." smile

cullman wrote:

...Now the top houses are basically unscoutable at $2k even over 5-6 days.

I wouldn't say that. My house was built off a stash I took from Okeefe only a few days ago... and he's a top house again. I peaked, and his entrance looks the same. I hit him on my second visit. Fairly lucky on the 2nd visit, but calculating the visits to check the last multiple choices it would have taken 2 more trips worst case (assuming he didn't change it).

I feel you on the houses falling off. I was doing my scouting when the painting wars were happening and a lot of work when down the drain. Right now it's seems pretty stable.

I only visited Weaver's place once, but i figured out the puzzle in the front after playing around in a self-test. Not sure on the rest of the house though.

Have any favorites you've visited lately?

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