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#401 Re: Main Forum » The Contest » 2014-01-27 12:05:50

Depending on the actual price of the paintings, you could probably use the money you won to buy your own.

#402 Re: Main Forum » Violence as the main theme » 2014-01-27 11:04:48

One thing about The Castle Doctrine and how it handles violence is shown incredibly well in your post. The way the game is designed makes each life and its taking an incredibly important and truly weighty thing; while other games have players killing mindlessly, the Castle Doctrine has that sense of regret, remorse, and sadness that really should be associated with the taking of human lives. Every time you kill somebody's wife or child, you have to realize the the same thing could happen to yours. This makes it relatable; everybody, at least in-game, has or had their own wife and children. And then morality does come into play. I rarely kill wives, and only have killed a child once. And it was a horrible experience; I actually felt true guilt for murdering a small collection of colored pixels named Timmy.

I wouldn't say that the Castle Doctrine handles death in a "nice" way, but it does handle it in a mature one. Death is a horrible thing, both in game and in the real world that it emulates. However, there will always be people out there who claim "oh, it just a game" and go murdering all the children they see. Most of us, however, aren't part of that group, and see death in the game as it was meant to be seen - a statement about the morality of killing the family of others when they could also come and kill yours.

#403 Re: Main Forum » The Contest » 2014-01-26 19:31:30

Well, I'm actually sort of glad my two recent deaths, one from Internet failure, and my second in a hail-mary robbery to salvage my winning chances backed up only be a decent, if mostly wooden, house, have freed me from having to worry about the contest too much, as I know I have no chance with a packed Monday schedule. I wouldn't be able to get the club anyways, as a resident of the great state of California, but I'm pretty bummed about the painting. I hope Jason tells us where he's getting them from so I can buy my own... or try my Castle Doctrine robbing skills at one of the winner's IRL houses. wink

#404 Main Forum » How to Successfully Let's Play the Castle Doctrine? » 2014-01-26 19:25:36

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Replies: 6

In my personal effort to get more players playing the Castle Doctrine, I've considered beginning a "Let's Play" of the game on YouTube, along with doing some video tutorials now that no major new changes are on their way. (Those of you who remember, I did start work on tutorials some time ago, but the game was changing too much and I dropped the project after creating a few versions that got outdated before I could fully finish them). However, I realized that I would never, ever want to legitimately upload videos of my house designs to the internet until I was fully and completely done with that design and all possible later iterations of it. I remembered that, way back when, some guy used to have a Let's Play of Castle Doctrine, where whenever he died he would upload the footage from his previous house. This resulted in infrequent episodes and a series that eventually was ended. I feel that this could be a real problem; I've had houses that stood for over a week at a time, and suddenly fell. That would mean that, after a week of no content, I would suddenly have 5 episodes of content all at once. Also, if I happened to have a bad run, I would end up with nothing worth uploading, and again have a dry spell. It seems like this system would be plagued by problems. Plus, there's the fact that I regularly re-use designs! For example, (some time ago, like v16) I recreated one successful design five times over a period of two weeks, with only slight variation! And I wouldn't be able to upload any of those episodes until I was fully sure that I was done with that design.

After all that, I was trying to come up with better ways of "Let's Playing" this game. Robbing Spree videos, for example, would require so much set-up to get the required money that I wouldn't be able to do it effectively at all. I was considering having people send in their own tapes (of both building, robbing, and being robbed) and do some humorous and informative commentary over it, but I doubt that I would get enough to make it a consistent thing. The only thing I thought of that might work would be setting up a server to go one-on-one with my good, Castle Doctrine-playing friend and having him co-commentate; I'm not sure how well that would work, though.

Does anybody have any ideas on how something like that could work? I think that it would be a great way to get people into the game, but also would endanger my own (in-game) house so much that I'm afraid to try. tongue

#405 Re: Main Forum » So much wrong with this game » 2014-01-25 15:19:02

It was just a joke; I understand that things have to be dome that, in some cases seem rather harsh, to prevent widespread cheating by simply unplugging your router mid-robbery. And I agree, I rarely "rage-quit" for more than an hour; but my cats realize that something bad has happened due to shouts of anger and a keyboard hitting the wall (just a bit of an exaggeration there).

#406 Re: Main Forum » Power sources don't give money back when picked up? » 2014-01-25 15:16:12

No... pets cannot cross panic buttons. What Jason means is that, because of the implementation, panic buttons ARE pets. Like in the game code, they are immortal, motionless pets that have the properties of buttons. Because of this, it so happens that they can be moved about with no extra costs in the same way that pets can. It's very odd.

#407 Re: Main Forum » Unexpected response from server » 2014-01-25 14:59:04

As I said in my similar thread lamenting my own house's loss to a "Web Request Failed" error, it seems like that recovery is only fair, because of the contest. I feel like I lost all of my chances at winning to bad luck. I might just buy a painting myself, like you suggested. tongue

#408 Re: Main Forum » So much wrong with this game » 2014-01-25 14:47:20

Yeah, death isn't ALWAYS your fault. Twice now it's been my cats', for unplugging my router. tongue

#409 Main Forum » Recover House after Web Request Failed? » 2014-01-25 11:22:48

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Replies: 11

While I was playing, one of my cats unplugged the power for my router and I has to re-start it. Afterwards, I got the error "Web Request Failed" and lost my whole house, with $12,000, a very advanced trap, and two of my favorite paintings. Is there any way to recover this, or have I lost everything arbitrarily? If this is a permanent house removal, I have to ask why. I understand permadeath, but punishing a player by taking away hours of work they put in to a house for an Internet hiccup? That really is just a ridiculous mechanic. I literally took about 10 steps into a house, left, then was arbitrarily killed.

If this can't be fixed in a regular manner, I would like to request a house restore from Jason. I know that might be a bit of a stretch, but I don't want to have to lose 10 hours of work to something so stupid as this. Especially considering that I could have had a chance at doing well in the contest with that house.

#410 Re: Main Forum » A Hodgepodge of Stuff - House Design & Wife Mechanics » 2014-01-25 10:53:22

Well, I think that "death trap" houses are immeasurably more effective than turtles, personally, especially with the new 24 hour chills. Even if somebody comes in with a lot of tools, they can still die really easily in a well designed house; my current design features a first section to kill anyone who tries to scout my house (which looks really tame at first), then a section to get rid of (i.e. lock in a room with brutal pit bulls and no way out) anybody who got past that by either luck or tools. People just keep dying in my house, leaving their tools behind, and I just keep profiting.

I know that sounds really harsh, but these people shot my my wife and clubbed my children to death. This is just sweet revenge...
Do I sound like a sociopath for saying all this? I think its funny how this game makes us all sociopaths. I killed a man's wife because it made me a profit, and I bet most of you have too.

#411 Re: Main Forum » Need some Steam testers » 2014-01-24 16:07:26

Any more spots available? I'd love to help out. I can also test on the SteamOS beta distro, if needed.

#412 Re: Main Forum » Electronics Tutorial? » 2014-01-24 10:24:17

That isn't provable, zed; however, there are some other claims we can make about the Castle Doctrine specifically.  Now, sorry if I make a mistake, I mostly do electronics and not computability theory:

There must, by the nature of the game, be some maximum difficulty problem (i.e. house) H, such that no problem designable within the house space can be more difficult than H. H may or may not be NP-Hard.
Because H is the most difficult possible problem, it can be assumed from gameplay that there is essentially a single non-tool solution. A non-deterministic Turing machine would then be able to produce a computation tree based on its transition relation (in this case, moves) of left, right, up, and down with both input and output being the position of the player character. Because the house space is finite, there is a upper bound on the size of these trees. (Note that this is under the assumption that moving up and down repeatedly eventually stops being useful, as any pets would have pressed whatever buttons they needed to already.)

As a matter of fact, these trees would obviously be largest for an empty house with the vault in a back corner, at it has the highest possibility for movement. (Again, note that an algorithm would not know if there's a magic dance in the house, and some branches of its computation tree would feature pointless dancing). This problem, of simply finding the vault in an empty house, is clearly in only NP. (This takes some math to prove, but I think I did it right. Again, I not a computability theorist. tongue) As it would take the more time than solving problem H, H must also be solvable in polynomial time by the same non-detrministric Turing machine, and thus:
H is in NP.

Now H could still be NP-hard; it would then be NP-complete. However, either way it can still be solved in polynomial time. It's still really hard though, especially for us stupid humans and our stupid ways; also, a non-deterministic turing machine wouldn't like it when one of its computability tree branches ends in death and all the others get chills.

#413 Re: Main Forum » So much wrong with this game » 2014-01-23 19:40:08

I actually really support the suggestion of smaller houses, and your point about it making traps more clever is a good one. it would mean that people would have to use their house space wisely, and it would prevent many arbitrarily difficult houses that are far too common.

#414 Main Forum » A Hodgepodge of Stuff - House Design & Wife Mechanics » 2014-01-23 19:00:06

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Replies: 11

I didn't really see any active thread either of these topics relates to, so I figured, for the purposes of conserving space, I'd bring them both up here.

First, this deals with the wife and her shotgun. This is a simple question, but doesn't seem to be answered anywhere because of the rarity of its circumstances: If the wife is running to a killed child, and walks over the shotgun, does she pick it up or ignore it? It seems difficult to discern the answer, and it depends on the implementation of both parts of the wife's code. I was wondering if anybody knew already so that I won't have to murder children to find out.

Next, I want to bring up house design. The bounty system is designed to eliminate "scary turtle" houses, but they seem to be there nonetheless, even when significantly simpler houses yield more money due to a "lure" style of design. One of my houses, built for $1500 of my starting cash, reached $10,000 from bounties within ten minutes. I've been wondering why scary houses with obvious commit gates have been generally, successful, when the optimal strategy is to build a commit gate that the robber doesn't even realize they're committing to! I'd also like to offer an apology to the guy who died with a giant bounty in my house; I know it's a cheap design, but its really funny to see people die so stupidly! big_smile

#415 Re: Main Forum » So much wrong with this game » 2014-01-23 18:12:13

As Deth said, you're fully entitled to your opinion. However, as one of the fans of the game, I have to say I love some of the very things you hate. For example, permadeath is what, in my opinion, makes the game good. Without permadeath, the game would have so little tension - especially in you own house! Also, all the difficulties you go through to succeed in this game makes the success so much sweeter. It's the best feeling to rob a top house with just some water, a brick, and your wits, or to see some sap change into your trap just as you planned he would.

This game, though, isn't for everyone. Think of it like Payday, plus Minecraft, with a little bit of Slender too; but all, of course, way harder. I'll admit its a niche game, but for those of us who love it, it's really the be-all and end-all of online gaming. We do appreciate your criticism, as somebody who isn't as big of a fan, but some things that you might dislike about the game are here to stay.

#416 Re: Main Forum » How does this work? » 2014-01-23 15:50:23

You can put as much stuff in your house as you want. However, you can only press "Done" when you have enough money to pay for it all. Upon completing your self test, that money is spent. It's important to note that, until you complete your self test, none of your cash has been used on your house; the green (or red) value shows the cost of your house upgrades, but they are not actually carried out until you press "Done".

Tools, on the other hand, are different. Buying a tool that you can afford instantly spends that much money, regardless of how much you were planning to spend on your house. What you probably did was set up a house design, not confirm it though a self test, then buy tools. This spent money on the tools and lowered the amount you had, so that you could no longer afford the design you planned.

Next time, try building your house, completing the self test to confirm your house expenditures, and then buying tools. Hope this helped!

#417 Re: Main Forum » The Contest » 2014-01-23 15:41:52

I haven't had a problem with high timers so far; they seem pretty good when the population is high. It's really nice to see a long house list now; I'm so glad the game has been thriving! I would like to note, though, that alt accounts are now even more powerful, allowing one (or more!) alt account to suicidally scout, and take the massive chill penalty, and the main account to rob successfully after those suicidal scouting trips, something nobody can afford to do normally anymore.

#418 Re: Main Forum » Browser-Based House List » 2014-01-23 13:37:18

You don't need to encourage us. We all already do it.

#419 Re: News » Why Rampant Sales are Bad for Players » 2014-01-23 13:35:22

I think that the pricing model here is actually pretty sound; it allows players to choose between three things:
A. Buy the game for cheaper, but with less knowledge about what it really is, a smaller community, and frequent changes; or
B. Buy the game for a higher price, after there is an established community and knowledge about what the game is.
C. Not buy the game at all.

I can't be perfectly unbiased here, as a player who's bought the game for the cheaper price, but I have to say that this seems like a good set of decisions. Those who are willing to try the game early get rewarded, not screwed by an upcoming sale that they didn't see. Those who wait instead have to pay more for their decision to wait. This encourages a large player base of enthusiastic players early on (those who bought at the cheaper price), thus encouraging the later group to want to buy the game more. This is a big factor in online games, and one that many people here aren't acknowledging; having that player base of fans is really important to success.

Think about it like this: fans who choose option A above will buy the game no matter what. However, under this model, they are encouraged to buy it early, knowing that they would buy no matter what. This, in turn, makes option B more appealing to those who are choosing between B and C. Thus, during the Steam release, this B-C group will see not an empty, imperfect, just-begginning game like we did way back in v5. Instead, they see a thriving community, where they want to play. They too then purchase the game, making the community even larger, and encouraging even those who may not have bought the game on its Steam release to do so later. This eventually reaches a maximum; but it's a maximum much higher than what could be reached with a "repeated sales" model.

I really think that this is a good pricing model for an online game like this one. With the ability to buy lifetime server access to a great community for a fixed price, sales really don't make sense. And really, I love the game, and all I want is the community to grow and thrive. And Jason's model, I believe, is the right way to do it.

#420 Main Forum » On Cheating via Modded Clients » 2014-01-22 19:59:12

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Replies: 5

Ever since v5, for most version updates except recent ones, I have kept a self-built Castle Doctrine client on my Debian box, often making small cosmetic changes as I saw fit. While most of these were just retexturings, a couple involved actual code changes; none, however, made the gameplay any different. However, that's led be to see how easy cheating could be. Why use the fog of war when you could just as easily remove it? And why not let yourself see the whole map? Why not add an "undo" button while you're at it? I don't recall any countermeasures to this kind of advanced cheating, and frankly, it seems like it's only a matter of time before somebody with both programming experience, as I know a lot of Castle Doctrine players posses, and a shady motive releases a client modded in such a way so that anybody can use it. Once the Steam release hits and there's a rush of new players, some definitely will try this method to cheat.

I'd like to use this thread to discuss cheating and, more importantly, ways to prevent it before it even happens. And the only two solutions I can think of, namely validating the entire client after every robbery somehow, or mirroring all steps server-side, are both bandwidth-consuming and impractical. There has to be some means of preventing cheating like this; otherwise, the game might crumble once it hits Steam and somebody builds the inevitable cheat client.

#421 Re: Main Forum » The Contest » 2014-01-22 19:53:06

Really, a server wipe is only fair. I haven't played for a while, and having to start with a fresh $2000 while others have hundreds of thousands of dollars is absolutely ridiculous.

#422 Re: Main Forum » Electronics Tutorial? » 2014-01-22 19:35:59

You know, I used to think I was good at TCD electronics. Then I leave for a couple months and you guys come up with THIS? I have some catching up to do. tongue

#423 Re: Main Forum » My ideas - Make the house a home » 2013-09-05 10:07:25

I feel like that the house in TCD is supposed to be more of a means for gameplay and not a realistic home. However, I think that some ideas here are actually quite good, especially that of a "welcoming environment". It would make the game feel more tense; if you walked into a seemingly innocuous room, but suddenly the doors locked and pit bulls poured in from the walls, that would be really cool. Despite this, I've seen something like that done in houses already (a room that seems like the way to the vault, but locks you in and kills you), and I feel that making changes like the ones proposed wouldn't change the incentives from simply building what people are building now.

#424 Re: Main Forum » On salary and pace » 2013-09-05 09:59:18

I agree fully. I really like the idea of your house going on the list for x minutes before getting a paycheck and being removed. However, with the small player base, I worry that there would be too few houses to rob.

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