Discuss the massively-multiplayer home defense game.
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a feature i'd like to see is being able to save your own 'tool kits.'
for instance, i want to buy 2 crowbars, 5 poisoned doughnuts, 5 waters, 3 bricks, 4 door stops, 1 ladder and 2 blowtorches. i enter a house at random. right next to the front door is a partner and a vault.
i can search the name and go back and get my dropped tools if i am quick. but, now i have to click them all one by one to get my 'tool kit' back in robbing condition!
wouldn't it be great if i could push a button that remembers my personal tool kit!?
i imagine the details could be stored in a text file, and for UI it could be something along the lines of numbered buttons 1, 2, 3, 4, however many profiles you think would be good? and to save/load, something like.. if the button 1 is pushed with tools in your active backpack, it saves that list of tools. push the button with an empty backpack and it fills it up with the saved list.
alternatively.. shift-click to buy/equip.. um, 5 of an item? or 2? or a button we can set how many we want to buy? ahh.
basically, when there is time and not other important things to look at, the new unlimited backpack has a few areas that would enjoy some quality of life UI changes
ideas ideas lets hear all the ideas!
ukuko wrote:Laffinty wrote:You've been away for XX hours and earned $1960. [Return to House]
Balance: $420
how does that work? Oo
You earned a bunch and got robbed. The robber dropped something on their way out so your house still had money in it and continued earning.
It doesn't logically make sense that I can earn something that is robbed while i'm earning it though?
imagine you keep a little 1991 pager in your vault, the pager has the number of your accountant. the robber is clearly sending your accountant a request to send all of your bank balance to the robbers account.
i forget where i asked it, but jason gave a fair enough reason (at the time) as to why this happens. with new wages rules, hmm..
i definitely like the idea of starting cash being materials only. $2000 is a bit of a shoelace budget
colorfusion wrote:The server seems to have been updated to V9 now, client is coming soon.
If you get onto the server using your V8 client entering a house will instantly crash the game and kill you. I just lost my entire house from this so a warning to anyone else.
ouch.
i came back from being afk for a few hours and tried to enter my house, crashing the game.
not bothered if it has lost my house, but maybe worthy of reporting as a bug? because that doesn't seem like an intended feature
edit: oh okay, there wasn't a house reset. now i am quite sad i lost my house
Wow, I couldn't and still can't figure out that house to save my life. I'm pretty sure I understand 95% of it, but I don't get how to power the right part. It even seems to be a copy of the left part and I can turn that on. So... kudos I guess?
the left side was broken due to a power leak
i borrowed the core wiring, i wont take credit for that. but i fiddled about with it and how you activate it is my own work.
i wanted to make an upside-down version on my other account (philip cecil).. it kind of worked. i think it might be a bit easier than patrick talley, still gave me a super headache to get it working!
Agreed. NPCs would work for so many other games, but I think this is an exception. Victimization and affecting other human beings is really important here.
but there isn't really anyone to victimise at all right now!
i think i have leif half-figured out. clarence is just.. not even going to bother, this house is worse than adrian ernest pounds.
i could walk in and grab jeffrey's money because.. well, i know who it is and we talked about it as an explanation of voltage switches, etc.
and then the rest are broken one-time houses. robert daivd bowles was solved with two blowtorches. below him is $7 or less.
earning wages in robbed houses would be nice, more money in the game is not a bad thing. but if they are one-time it doesn't help anyone but the owner, and if they are really easy 'walk to the vault' they don't help new players learn.
how do we entice people to come and play this wonderful game?
i do like the idea of random 'npc' houses taken from old house designs that could help to 'fill out' the current house list. i have been shouting at ukuko about it for a few days
thank you for trying~~
revealed to me some wiring issues that i had to fix~!
i promise mine isn't that difficult!
And why wouldn't that be a valid strategy? If it makes players play the game it's a good thing.
You could still buy tools with the money you get from the salary when you return to the game.
but it would be the ~only~ strategy. i feel like it might drive more people away, instead of 'make a really hard house and evolve it when someone finally does figure it out' it'd be more 'make a really hard house and then kill everyone else and keep killing them and hope the new starting cash isn't enough to just waltz through my $100,000 house'
still, i don't know what the new tool prices will be. i don't know what the new starting money will be. i don't know if building materials will cost the same. the only thing i know for certain about v9 is that wire cutters will finally counter grids that are off.
i definitely look forward to it and i hope i am proved wrong and it pushes the game into a state with more than 3 houses to look at. but i do fear the idea of rich players being able to shout 'SWAP PLACES!!!' and kind of 'forcing' everyone to suicide and start again. don't forget to fill your backpack before you go to work, i guess?
an ability to export/import your building code from the building screen would be nice, by the way!
Laffinty wrote:Its open source?
Yes it's open source and not copyrighted in any way. There is also a no_copyright.txt file in the base folder.
In other words you can do whatever you want with no permission and no restrictions both on the client and server side.
well, you can do whatever you want that doesn't enable you to cheat on the main server!
oh yes, sorry!
i am still sceptical about the whole increased/delimited backpack thing. it would seem in the best interest of the rich to spend $10,000 to ensure that everyone else has $0 so they can't afford tools to just smash through the riches layers of defence.
however, i am very eager to see it!
The doggie-kittie-pen things would basically require a lot of wirecutters to be solved...
most of these i see right now .. you don't want to cut the power, unless you have a lot of ladders.
hey, how about portable battery that provides power for x moves? or wires you can hax in~ or your own buttons you can drop!
edit: this is lame but i like my idea of inserting your own switches and wires.. it is ... hacking!
made a house here but there is nobody to rob
i feel like blueprints (or log output) is preferable to encrypted messages, with v8 settings.
1) blueprints, everyone has access to this data. less 'cheating,' but takes away the mystery of entering a house.
2) encrypted data that you can mod the client to print out somewhere if you know how, a few people have access to this data which is a return to some v5 cheating, which leads to people creating threads like 'HEY THIS GUY JUST WALKED IN AND KNEW MY SECRET DANCE AND TOOK ALL MY MONEY!!!!!'
i guess the new backpack in v9 will be interesting. in my head right now i am kind of comparing it to the people who could still walk around and rob the vault even after they had fallen in a pit or been eaten by a dog. except instead of walking around dead, they just walk around unstoppable with an army of crowbars and ladders.
ooooof, it is such a tricky situation!
vision centred on the player constantly gives a bit of a 'jerky disorientating' feel to me usually, but i'd be willing to see how it goes!
the houses that right now that are just single lines of dance-grid defence would be done away with the wire cutter change. you could still have dance-grids that CAN'T be cut, ie: grid routes power to some vital trapdoors later, but it would help in taking away a fair chunk of 'wiring real estate,' which would naturally limit complexity.. i think.
at any rate, i'd like to see the 'wire cutters can cut un-powered grids' change BEFORE any kind of change to backpack limitations or tools with multiple uses. maybe it can be quickly thrown in as v8.5 and see how it steers house design for a week or two?
we definitely have some brilliant house builders who are settling for these super complex dancing / animal herding single-row grid defence systems. would be nice to see what they can come up with against the current 8 tool limit!
herding animals you can't see directly is definitely not that fun as a robber. i personally find taking the blueprints into mspaint and drawing all over them to solve the puzzle (or at least try to!) to be quite fun, but i can definitely understand how grabbing a bunch of screenshots / searching a log for a string of code and using third party software to doodle all over it might not be everyone's idea of fun.
i guess pouring over blueprints is a bit more casino heist than opportunity burglary..
notepad is a much more boring game than castle doctrine!
http://i.imgur.com/RJHSn69.png
http://i.imgur.com/0ffDl0n.png
i'll change the other sprites and get a zip somewhere if you want
edit: i am no pixel artist but this was fun enough
http://i.imgur.com/XR3K9EU.png
http://i.imgur.com/Z7G5aM2.png
http://www.catbeef.com/homehusband.rar ~ extract to main castle doctrine folderrrr
i think perhaps rather than delimiting the backpack/items, perhaps tools that break after x uses?
i feel like unlimited (or very large numbers of items) will lead to a kind of 'what's the point in building anything really at all if the person invading me is going to be able to counter anything i can throw at them with their x of each item' mentality. although, without seeing it happen it is just idle speculation. someone probably will indeed find a way to get past it!
large numbers of tools and the current pathing the family need to escape (can't walk over wires, for example) might return the family to a place of just putting them at the front door and hoping they get killed off quickly so you can just not have to think about leaving that path and 'wasting' those tiles.
it doesn't follow the games roots of 'i must protect my family!' but you know, i have definitely heard of real stories of people abandoning their family to protect their riches.
i'll agree that a completely unobtainable family (as we have now, slap them behind x pit bulls and walls with a one-time robbable) is not fun, but if you're confident you can curb the one-time haus issue then the family could be naturally picked off through repeated vault visits.
ps. if blueprints are removed again, i presume you'll be disabling the recordedgame logs that we get?
edit: ooh i missed a bunch of page one somehow!
But then again, a full cut-through-everything robbery would be expensive. That means that it wouldn't be worth doing on a low-level house (you wouldn't spend $2000 in tools to get $400, would you?) So, the rich would be able to afford to rob each other, which means that no one would be rich for long.
maybe i am just a psychopath.. but i spent a good $1200 to kill someone's wife and get $5 an hour or so ago. although there isn't much to do right now but sit in my mspaint blueprint collage and draw lines on it while wondering where the cats are going to run if i move to this next tile..
i said this on another forum about another game that features only 'male' sprites. use your imagination and any character can be anything you want it to be. pit bulls are tyrannosaurus rex, doors are magically levitating totem poles that block your way until you make them levitate using mana-wires.
heck, the sprites the game uses are all there to be edited free of charge. where is the CUSTOM SPRITES fan website where we upload our best artistic graphic packs?
brb turning pit bulls into t-rex and my children into alpacas!
Though everything else has been realized pretty well, except maybe the too much reading wires and being an electrician kind of thing, I find dying while testing your alarms so unrealistic!
I mean, come on, you make your traps and then you MUST test them and then DIE if you test them wrong. That is a little dumb. I agree that it is really heart beating when you have to do that, but not as heart beating as breaking into other people houses. I mean, bulding your trap and then breaking other people's trap. Why should I also break mine? That's not the point of the game.
I mean, if I have to test my traps, I would put the electricity floor on 1volt instead of 1000. Or the dogs, well they would recognize me. For pits I would put a soft bed under them so I could not die for the fall. I mean, if I have to die testing my own traps, I must say that my character, and all the characters, must be pretty dumb people.
as jason said, i find it to be very true that the self-test is a large part of the castle doctrine experience. even when you have tested your house a hundred times before and you are just patching up a hole in the wall, the self-test is always tense.
it was very frustrating at the start. but you learned. i feel like i learned a lot quicker because of how harsh the price of a mistake was! after a week or so dying on a self-test became more of a 'well if you don't laugh you'll just feel bad' kind of acceptance of the reality of your mistake. two hours planning out how to best spend your winnings, and then you forgot to push that button just before dashing through the powered door which has sealed you into what you just realised will be your tomb. your own home has swallowed you up because you forgot to push the button that secures the dogs in their kennels..
komm, süßer tod..
and then on the flip-side, overwhelmingly awesome senses of joy and relief when you do manage to get through your deadly traps alive
indeed, power sources are not always something you want to destroy... unless you have already planted a row of ladders and are just coming back to destroy!
one of my houses has a lot of wiring you can dance on, but you wouldn't want to cut all of those wires!
time to make the disco lights green!
i enjoyed breaking this one http://youtu.be/VN3kBBmJ7WA
Yeah, I've thought about fixing this by fixing 1) or 2).
1) would also require a solution to 2), because if you already own the limit and steal more, you've got to get rid of some of them somehow.
However, as discussed in other threads, this adds a new layer of messiness to the game and UI. It's not a game about art dealing.
I'd rather experiment with soft solutions to this problem (like tweaking the auction parameters). It's okay if some art snowballs form from time to time. The big problem is if they always form all the time.... like if there's almost never anything in the auction house.
Of course, if soft solutions don't work, then I'll think about solving 1) and 2).
could a solution to 2 simply be to throw the painting in the street? i've seen people do it with paintings before. no need to 'auction it off' or 'resell.' just kick it to the curb, baby!
children are ever so useful for increasing efficiency of my quest to rid the neighbourhood of all dogges!
that seems fair enough
is there a way to un-ignore a house?