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#26 Main Forum » House Check Failed? » 2013-08-15 13:29:17

Ludicrosity
Replies: 7

So I have been pretty busy at work robbing vaults, murdering wives, and leaving a trail a destruction over the last 24 hours or so... I think I decimated pretty much every top house on the list. But after leaving one of my victim's houses, I received a message saying "House check failed." I was then promptly killed. sad

Justice for all the carnage I had wreaked? Perhaps, but I was still pretty disappointed since I had only established my house a couple days ago. It had a bunch of kills, but was only in its infancy (prior to a couple days ago, it was just a 30x30 block of concrete wall with the vault right next to the door). And I was also pretty close to owning all the paintings! tongue

I searched "House check fail" on the forums here, but the only thread that came up was one about a glitch having to do with the use of wire cutters. The bug was fixed, and I didn't use wire cutters anyhow. Has anyone else experienced this? I'm pretty sure I recall succumbing to the "house check fail" issue a long while back too, but I don't remember specifics.

#27 Re: Main Forum » A proposal that needs feedback » 2013-08-14 21:29:02

jere wrote:

That house cost well over $20k and can be easily brute forced for $2600.... currently under starting cash. sad

I guess I'll have to wait and see, but it sounds like traps are going to be nearly useless after these changes.

You can even brute force this house for less than that using a couple bricks to lure the dogs into the pits first: http://castledraft.com/editor/mzh5uc

This way it only costs $2104 to make it to the vault. Of course, it costs only $1500 if you break through the concrete wall at the top, but that could always be filled in with more layers (albeit at a considerable extra expense).

#28 Re: Main Forum » The $2000 house » 2013-08-14 20:17:34

Yeah, wow $4000 scouting missions are downright dangerous, even for top houses. That's enough to break houses with expensive defenses (after several $4000 attempts). I wonder if there will be immediate ramifications.

#29 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-14 19:49:25

joshwithguitar wrote:

Scrap that, it looks like I've been robbed by a Mr Rogers solving my dance (I'm not sure if it was luck or whether his previous lives figured it all out). I haven't seen his house though.

For some reason I found this hilarious. I imagine the Mr. Rogers performing some wacky magic dance with his arms flailing all about in order to burglarize one of his neighbors. tongue

#31 Re: Main Forum » A proposal that needs feedback » 2013-08-14 02:33:23

joshwithguitar wrote:

One idea that would completely change things up would be an expensive tool that allows you to place your own power source. This would make rows of pits less useful and allow for more interesting solutions than simply placing lots of ladders.

Now that is an interesting idea. Along the same line, I have often thought it would be nice to have wire as a tool, so that you could place down wire yourself. If you can cut wire, it makes sense that you should be able to bring your own wire and hook up a connection. It would certainly force people to think carefully about where they place live tiles as those could be used as a power source when connected to other tiles in the house. Depending on how the wire was priced, it could be rather expensive to use since you'd need to place one down every square between the two spots you were connecting.

#32 Re: Main Forum » Not enough players » 2013-08-13 23:23:55

Yeah, that's true that different servers won't work so well when there are only 15 houses, but remember that there are (in theory) a lot more players actually out there, it's just that their houses are being robbed and taken off the list. So if newcomers had their own server, where their houses might last longer, there would probably be more than 15 on the list at any given time.

My idea is not so great anyhow because how does one enforce it? But I'm not sure what else to suggest.

Blip wrote:

The problem is that making houses that are difficult to newer players is harmful to the game, but advantageous to the players doing it. It's similar to reasons why the recession hit America - banks were harming the financial system, but had no incentive to stop because they were making boatloads of cash.

This is a great analogy. wink

#33 Re: Main Forum » A proposal that needs feedback » 2013-08-13 23:04:53

I have to agree with those casting doubt on these new proposals... These changes would drastically shrink the space of possible houses, and those that remain appear to be utterly defenseless.

During the conversation before the new animal movement rules were introduced, the consensus was that magic dance houses would not be eliminated, but would become more susceptible to cracking since one only needed to get through a single screen's worth of wall to get into the guts of each dance mechanism. In my experience, this is exactly what happened. Most of the houses are solvable piece of piece right now, but it takes some effort. Isn't that what we want?

It seems like the proposed rules are trying to encourage more maze-like houses and less combo houses. A while back I did spend a couple weeks experimenting with several "pure" maze houses that relied on only the basics. I put a lot of work into them all, and the problem was that every single one was robbed almost immediately. None of the robbers needed to bother with the complex tricks I built into the mazes because they could simply blast through a couple concrete walls and skip everything hard. Dogs were useless because of how cheap drugged meat is. Mazes just don't work. The reason everyone uses magic dances or combo locks is because they're the only (known) designs that actually work consistently.

I'm ultimately OK with whatever changes are made because we'll all be in the same boat, but in my view it's better to have a handful of houses that nobody can rob than to make it so that everyone has a house that can be robbed by anyone with a ladder or two.

Edit:

Blip, I must confess that I don't understand your first example house at all: http://castledraft.com/editor/U5SZLK

Is this possible as it is? And what is the purpose of the second power source (the one on the inside)? It's connected to an off switch, but nothing else (unless windows conduct electricity now)?

#34 Re: Main Forum » Random thread on preferred paintings » 2013-08-13 21:59:30

Oh you are Castro, bey bey? That was me who got to your vault! I was wondering if you were going to change things around, but now I don't see your house listed at all. Is Castro still around? It was a good house, though I agree with jere that the name made it a sort of sick reference to some terrible recent events in the news (or at least, that's what I assumed he meant).

#35 Re: Main Forum » Thread on current game issues and possible solutions » 2013-08-13 21:33:16

Blip wrote:
jasonrohrer wrote:

As it stands, you can LOOK at a given map state and compute in your mind what will happen next, and I think that's a good thing.

Regrettably, this is not true currently. Using complex electronics, two states that look identical, with the same buttons pressed, can be very different. Also, when it comes to the scent values idea, it could be shown by mousing over the tile. The problem I see is that it would be very complex and make very little sense to newer players.

This is where voltmeters may actually be useful if you could use them on more than just wires. It would be nice if they could be used from a distance too (I realize this is not exactly realistic).

#36 Re: Main Forum » Suggestions to make it easier on beginners » 2013-08-13 19:57:22

Wow, interesting to see those stats! Do you sometimes feel like the NSA Jason? You know, monitoring all of our activity in the Castle Doctrine World round the clock and storing the resulting stats in huge data files. wink I'm joking of course. It would be a missed opportunity not to keep useful information like this. smile

I'm betting that I am one of the people with over 1000 deaths. Actually, I'm surprised there are not more such people. I must have died several hundred times back when I first started many versions ago when pump & dump was still possible (before the chill of death was implemented). My first ever house cost almost 100k, which I got entirely by pump & dump, and I had to restart a few times whenever some lucky soul happened upon my snowballing pile of loot.

More recently however, I have racked up a lot of deaths by repeatedly committing suicide until I get the family I want (the desired wife, son, daughter graphics). I imagine the folks who are boycotting the game and whining about it on twitter would read too much into this and practically have a heart attack at the implications. What does this say about me and/or the Castle Doctrine World? Don't bother thinking too hard though, I do this with every game I play. I'm a bit OCD about having things juuuust the way I want them in games.

#37 Re: Main Forum » Not enough players » 2013-08-13 18:48:06

I also think making salary a function of home value is an interesting idea, but you would definitely need to cap it with an upper bound. Otherwise, one person at the very top can build an uber-expensive house, vastly out-earn everyone else, accumulate an insane amount of money, and effortlessly tunnel through every other rich person's house without putting a dent in his/her pot of cash.

AGO, you raise fair points, but I think the issue here is that nobody really knows how to solve the problems you are pointing out. You haven't really suggested anything yourself that hasn't already been tried.

My own opinion on this matter is that this game simply requires a greater degree of commitment and thoughtfulness than the average Joe gamer is willing to put up with. It ends up attracting and keeping the sort of people who are good at building and figuring out tricky houses, while discouraging everyone else. I have definitely noticed that those of us who have really gotten into the game and post here regularly are a highly self selected niche - by no means a fair sampling. Most of the people here seem to have backgrounds in computer science, engineering, physics or are pursuing graduate degrees of some sort. I have a PhD in physics myself, and I remember seeing another person post here that he is working on a PhD in physics. When you're playing a game with complex wiring and interactions and you're having to compete with someone who is, e.g. an electrical engineer in real life, it's not that surprising that it's going to be tough.

Perhaps a possible solution to this would be to establish several different servers occupied by players at different skill levels. If there was a "beginner's" server, then newcomers would have a less harsh place to learn the basics and develop strategies.

#38 Re: Main Forum » New pumping issues » 2013-08-13 18:17:26

I haven't seen anything fishy in a while now, but I do think that the 5 minute wait time for new houses before they appear on the list is a good idea.

#39 Re: Main Forum » Simple Idea » 2013-08-09 18:17:14

I for one am a huge fan of reducing clicking time from linear to log base two. I rather like the "sell half" and "move half" buttons! big_smile

#40 Re: Main Forum » Random thread on preferred paintings » 2013-08-04 18:15:43

bey bey wrote:

Also, while some of them are great, some of them are utterly unpretty. I recall a situation where I burgled somebody who had hoarded those hideous grinny faces and I was stuck with one of them always popping up in fourth place (I don't get how it works with that spot...) and I was somewhat relieved when I finally died and that thing was gone.

Haha, I definitely agree that some of the paintings are downright ugly. Of course, which ones fit that bill depends on who you ask I suppose. I too particularly dislike the grinning faces, yet a lot of people seem to buy them so they must be liked by some. This is why I wish you could sell paintings (maybe by putting them back up for auction) or even just get rid of unwanted ones without any monetary gain.

#42 Re: Main Forum » Show me yours I'll show you mine. » 2013-07-30 14:40:10

azaghal wrote:

Logged in this evening to discover my family had been brutally murdered! A Shawn Timothy Perkins spent in excess of $15000 to pry $1444 from my wife's cold fingers...

That wouldn't have happened to have been you now, Ludicrosity, would it wink

Here are my plans, since I certainly don't have enough money to repair:

http://castlefortify.com/c/181e88f

My favorite touch was the first trapdoor trap, but that also may have earned me the privilege of being visited by Shawn Timothy for such a poor return rate...

Yep, that was me. If you're wondering where I got the $15,000 to spend getting to your wife, the answer is your vault! wink

Yours was a nice house. I remember a while back when you were first building it, you had your vault next to the entrance, behind a closed door. I got so used to running in there to grab a few hundred dollars for free that I ended up losing my own house when one day I barged through the door without looking around and instead found no vault but trap doors and a power door that closed behind me. Whoops!

#43 Re: Main Forum » Suggestion: Fake Vault » 2013-07-29 19:59:12

I still think it'd be more interesting if it connected one part of the house to another, acting as a transporter instead of just an exit. Unfair traps using it could be prevented by requiring one square of empty floor next to each stair tile, so that one could always turn around and go back (no one way death traps).

#44 Re: Main Forum » Show me yours I'll show you mine. » 2013-07-29 19:54:28

jere wrote:

Funny thing is I just decided to fix my broken house this morning and I figured if I was going to be robbed it'd be through an actual solving. Nope. Mr. Callahan brought 62 ladders.

!

Well that's ironic. It also explains why he isn't sitting on $100k+ right now.

#46 Re: Main Forum » Show me yours I'll show you mine. » 2013-07-29 18:36:23

jere wrote:

Oh man! Too bad I missed it... Rather sporting of you to throw yourself out like that.

It looks like Callahan saw your post first (maybe?).

colorfusion wrote:

Just lost Mr Smith from taking a risk for $2000, GG Mr Nash.

http://i.imgur.com/8UR3G6o.png

sad What a loss! sad

#47 Re: Main Forum » Show me yours I'll show you mine. » 2013-07-28 19:26:04

bey bey wrote:

I actually managed to do that while showing my girlfriend the game some time back - mauled by a pitbull one step before the door.

Ouch... sad I've become accustomed to the all too familiar feeling of ...aaand everything's gone... in an instant. Just like that.

#48 Re: Main Forum » Show me yours I'll show you mine. » 2013-07-28 17:57:47

I've finished my two day robbing spree and am moving back to building a house. It's just that every time I've tried to build my old house back, I have ended up killing myself in some stupid way after about a day and a half. This has been going on for at least a week... hmm

Mr. Mcdaniel was one I took down after figuring his house out. I used the funds from his vault to get to his wife, but he's moved his stuff around and is most likely going to repair his house. I was planning on posting my Castle Fortify recreation of his house based on hand drawn notes, but since he seems to be keeping his design I won't just yet. I'm curious who he is though - if it's a member of the forum.

#50 Re: Main Forum » New pumping issues » 2013-07-28 13:15:27

jere wrote:

Quite simple. I logged in, but I didn't fix my house. Selling all of my tools gives me the precise value.

Oh, well that is simple. For some reason it didn't occur to me.

jere wrote:

I'm not sure if I explained myself clearly. I'm talking about getting rid of saved damage completely (with the exception of the home owner, who has to deal with it in order to update their house). I'm not particularly fond of the saving damage mechanic and I don't think it is necessary.

This is how I look at it. When you make a house, you're presenting a puzzle to other players. Solve the puzzle, get a reward. (Yea, you might object to the term "puzzle", but I think that best describes how one figures it out). Anyway, one-time robbable houses mean that the first person to solve a house gets the pleasure of solving it, but everyone who comes after gets short changed.

It's like handing someone the three utilities puzzle. I've seen people waste 2 hours on this thing. It's not a puzzle. IT'S A TRICK. Being asked to solve it is a practical joke. 50+ have died trying to solve my version of the the three utility puzzle. That's not fair at all. Instead, why not hand every person playing the game a working version of the puzzle?

Does that make sense?

Well that's actually what I thought you were suggesting (unless I still misunderstand you), but then everyone's house lasts forever. Maybe that's entirely OK, but I think it deviates significantly from what the intended atmosphere of the game is supposed to be (Jason or others can correct me here).

What about one's wife dying? Would that remain permanent?

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