Discuss the massively-multiplayer home defense game.
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Reduce the "follow" distance of dogs to 7 or less. This ensures that the logic behind a magic dance is accessible to a tool user.
7 or less won't solve the issue. It would have to be 6 (or even 5) or less. But that limits animals too much, imo. And with maps you don't actually need that restriction.
I'd love if the game supported the choosing of different rule sets for such things, altho that's a different discussion.
Being able to see the entire map before scouting or robbing will severely weaken magic dances and imo, all other tactics.
I really hope Mr. Rohrer removes this undocumented feature very soon.
Mr. Rohrer is working on this for v6.
I've been able to keep my wife alive for a while. I've found two partly-effective strategies.
1) Misdirection. Present your house in a way that makes it appear that only your kids are alive. Most people won't kill your kids, and if they only see your kids they may conclude that your wife was killed previously.
2) Putting your family deep in a maze. This can be made more effective by making it difficult for the robber to wait at the entrance, ie, adding lots of dogs to the entrance.
If maps are introduced for all houses, my current house design (which so far has been pretty effective at killing people and preventing robbery) will be nearly-instantly defeatable. It does not rely on a complex series of interconnected switches or anything that takes time to figure out.
A big part of house design is that you know the robber cannot see it, and so misdirection and decoys are effective. If you can see behind the curtain, all you have to do is identify where the vault is, and then it is a very simple matter to solve how to get there. Maps will reduce the kinds of viable map designs while making it even harder for new players to compete.. unless maps are only available for the most valuable houses.
I hate that people can see maps in the current version, and think overall it hurts the game. Maps remove one of the biggest psychological elements of robbery which is that you don't know what's around the corner. What's the point of fog-of-war if you can see everything in advance?
Reduce the "follow" distance of dogs to 7 or less. This ensures that the logic behind a magic dance is accessible to a tool user.
I like this.
In real life I never know my own phone number, and I often have to think when asked how old I am... so not knowing my name in this game is actually not that strange
Ha! It's funny because it's true.
I'd have to personally disagree with that. Having unlimited money whenever you want and having no building restrictions would not be balanced in my eyes. You mentioned unbreakable combo locks and dance traps, that's the current effect of what happens when players have too much money; they build something annoying like that to stay at the top. If someone who put that much effort into actually (somewhat) legitimately making their home, then I personally doubt someone who gets all their money in 20 minutes of themselves doing nothing is going to really care that much about morals or wanting to make their house fair.
Having unlimited money is totally not balanced, but they'd have to pay money for it AND play a boring mini-game where they farm money every time they die.
Combo locks and dance traps aren't balanced either, but they're still widespread. I disagree that these house designs are the result of having "too much money". People use them because they are effective.
I want to get away from this talk of alt-farming. I've realized that I've been basically defending alt-farming, which I don't care about, because it kind of relates to a problem I've been having with the game. So allow me to transition a bit.
Having easier access to money early on might encourage players to actually play instead of just turtling behind their impregnable fortresses.
My current house has more money than I know what to spend it on. It's all concrete, with more dogs than needed. It doesn't even feature a combo lock or electric floors in the entryway. Now what is there for me to do? I don't want to rob houses because I don't need the money and don't want to risk losing all my hard work. So basically I just camp now. I log in once in a while so I can see if anyone has died in my house lately. I am not actually playing the game much.
If starting over was more desirable, I might be more willing to take risks and actually play the game more. I primarily rob a bunch immediately after I die, and then stop robbing as my house becomes more complete. The most likely way out for me (based on how I play) is that I'll make a change in my house and die accidentally during self-test (which has happened more times than I care to think about). I feel a little stuck, so I guess all this talk is really just trying to address my situation.
You don't even need an alt, just a friend with the game, and even if you did need one I don't think paying double to instantly be on the top of the leaderboards whenever you want is balanced.
In a way it is permanent, when you die you can just do it again. Unlike everyone else who has to slowly build up their money and defenses.
Kenneth Robert Wells has been gradually increasing his loot while afk for weeks, and his house is unrobbable because it was all dogs and the dog position has not been reset since the last successful robbery/murder. He even has a pitbull on the entry square. Basically, he's getting to the top very slowly by not playing the game. That, combined with all the combo locks and dance traps, makes me not care much about the leaderboard.
Even if you think the risk of this happening is not that big, is it worth it for just knowing your name?
I like the aesthetic/thematic reason for hiding the name better than to discourage alt farming.
I respect this. Mr. Rohrer is more forgiving than anything in-game.
This thread is talking about two things. I'm responding to them separately.
1) farming cash with alts and its potential effect on the game
I don't see how having a pile of money helps you "beat the top houses", nor does it necessarily make your house superior or more interesting. Most top houses right now are electric-floors at the entrance or combo locks.. both have dead families, and both are boring. What having tons of money does do is encourage other players to rob you, and it means you can build your house with no money restrictions. Neither of these things seems particularly hurtful to me if you want to pay extra for it (and perform a lame mini-game of repeatedly suiciding with your alt).
Other MMOs don't have permadeath and I think that balances the effect of farming here. If you could use an alt to quickly and permanently put you in the top ranks, then I would agree that it would be hurtful. But I think it's safe to assume that most people who would bother to use this strategy like the game enough to want to keep playing it, and they aren't going to want to just put up a combo lock to guard their ill-gotten riches and log off. They will want to continue to work on their house and/or rob other houses. Both of these activities risk death and starting over, regardless of your cash.
Please keep in mind I'm not arguing that this proposed farming behavior is awesome. I just don't see it as being necessarily something to actively prevent.
2) "It doesn't matter who I am, because I'm just like everybody else."
The irrelevance of your avatar as a story-character and the hidden identity of you and other players is interesting. I guess my instinct is to attempt to care about my avatar (particularly because of permadeath).
In many games, your avatar progresses or changes overtime (become a hero!). Making your avatar static, faceless, or silent (Half Life/many arcade games) can work just fine, but usually something tells you what you should care about. There isn't much of that in this game thus far and I'm not saying that it needs it.. only that unconsciously I was looking for it.
I have fixated on trying to defend my family because they are one of the few plot-like bits in the game. I love that they are optional. Basically, I'm looking for things in-game to care about and drive my actions. I don't at all mind the lack of explanation or your anonymous avatar. I do think there is room to further develop the themes and to have more potential/optional goals.
Cheating? With multiple accounts? If someone wants to buy multiple accounts for this game in Alpha to help them farm cash, I don't care. It's good for Mr. Rohrer, and probably won't hurt me in any way.. unless they decide to be griefers. People in other mmos can have multiple accounts or alts and I've never really heard a good argument for how it hurts any game.
It is interesting that your player name is hidden. I feel like this fact should be conveyed to the player in some way. It's very mysterious when you realize that the names of people who you are robbing never reflects the actual user.
I think different sortation options are an obvious feature suggestion. Vault cash is not the only goal of The Castle Doctrine, so I think the sortation options should reflect that. Many interesting house designs come and go like fragile snowflakes and never have $100,000 on-hand, so it's silly to say that we all should spend our time busting combination locks or discovering mystery dances for a bunch of money I can't usefully spend. In this alpha, a random house with no cash could be much more interesting than a house with 100k in the vault.
I'm totally in favor of double-click-to-rob.
"If everyone could easily access 0/0 houses then there would be even more abuse of changing a single tile to make your house reset."
How is reseting your history "abuse"?
Farming is already a reality. It functions as a tutorial. It's part of this being an mmo. pvp is one of the foundations of the game.
I agree. I haven't actually pressed it, but my mouse pointer has absolutely hovered over the suicide button without me intending it.
I love the idea of decoy-vaults, particularly in light of Mr. Rohrer's upcoming addition of maps. To balance them against overuse you'd have to make them prohibitively expensive ($2000 a piece?).
I think alt versions of the various wiring switches is an obvious suggestion (sticking pressure plates that start on would allow simpler trap design that uses doors or trapdoors), but I'm not totally against having certain restrictions on trap design parts either. It makes it more challenging to find ways to use the existing tools.
The lockbox concept sounds like it would make home design more fun as well as giving the robber different priorities, so I'm all for it.
I'm interested in the rubber-boots object to save you on electric floors because it would weaken defenses that rely exclusively on them (which is the case for so many houses in the current build), and because electric floors are overpowered.
I often live my life, build up my house, try desperately to protect my family, and die by own pitbulls, without ever knowing my own robber's name. I assume there is a way to find this by looking at config files or something, but is there any way in-game to find it? Hovering over your family identifies them, but not you. It doesn't particularly matter, but I thought it was curious.
The player browser (not sure what to call it) where you select people to rob has a couple limitations that make it awkward. It has only one search filter (name) and the sortation of the list cannot be changed (always shows most money on top). I understand it receives this list in chunks in realtime from the server, and so it may be impractical to add player-controlled sortation options. I have an idea for that below.
Having options on how to sort the house lists might make finding ideal houses to rob easier. For example, there are many abandoned homes which can be farmed, but they reside far down in the list, requiring you to click the down-arrow 15 times or more. This becomes annoying after performing this click-fest repeatedly for multiple robberies. Additionally, it might be fun to be able to locate houses that are more or less challenging based on their attempts-per-death ratio. Finally, it might be nice to find all recently-updated houses that are 0/0.
So, for continuity with the existing server feed, it might be easiest to offer the choice of a few different pre-set sorted lists as selectable buttons, instead of having only one master feed. This would allow the server to still generate discrete blocks of houses (and not give the player any way to manipulate the list), but offer the player a couple different ways to browse through houses.
It also occurs to me that there might be a good reason to keep the sortation method the way it is, and to not offer different options. Security through obscurity protects new houses when they keep their wallets sufficiently small by hiding their homes below the threshold of all but the most dedicated list-clickers. I have used this tactic to help protect my house before it has matured enough to accept regular robbing attempts. As long as I have no money, my house can go unrobbed for days. My suggested sortation options might possibly destroy this tactic.
When you place a trapdoor during the building phase you cannot walk over it. This means you have to remove the block and then replace it if you want to work on things behind the trapdoor square. You should be able to pass through trapdoor squares during the building phase without removing/replacing them.
Pitbulls which are drugged during a robbery still appear as drugged when you review your house after it has been robbed. However, the moment you try to test your house, they reawaken. Because of this, they should not be displayed as drugged prior to the live test.
Pitbulls cannot pass over pitbull corpses or drugged pitbulls. Therefore, an infinite number of pitbulls can be thwarted by killing one or two, creating a dog-proof square which you can safely stand on or stand behind like a dog-proof wall. In addition to being able to handle obscene numbers of dogs with limited tools using this strategy, you can also use it to easily draw out family members in order to murder them. I understand Mr. Rohrer will be working on family AI for v6.
I personally think pitbulls are underpowered because of what I say above, but also because they cost 200 but can be killed for 20. For the cost of 1 dog you can kill 10. I think pitbulls could be rebalanced by making it so crowbars can't be used against them, but removing the step-over issue alone would make pitbulls much stronger.
After thinking about this some more, fixing the corpse-blocking issue would require adding additional logic to handle new cases where multiple entities occupy the same square. Multiple drugged pitbulls would probably justify a new icon (pile-o-dogs). If pitbull corpses and drugged pitbulls occupy the same square, drugged pitbulls should always display on top. In such a square, corpses could be preserved or not when resetting a drugged pitbull after a successful robbery.