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#26 Re: Main Forum » Well, now the cashflow problem is on coke... » 2013-06-15 09:13:54

dalleck wrote:

Now, the problem is the starting cash can be spent on tools, as bey bey has pointed out previously, and needs to be rectified to stop these easy vandalisms.

If starting cash could only be spent on your house, then this will completely solve this particular problem.

So, the way it could work is when you initially create a house the backpack button is removed.  Then, once you first successfully test your house your funds drop to $0, regardless of leftover cash.

Yes there needs to be some kind of fix for this, but I don't know about $0 money. How will you rob others then?

I think that not saving house state would be a better idea.

Another solution would be to make houses robbable once per player (until the owner relogs) but for that to actually work we would need some kind of house "restoration" system in place. The old salary system does bring more houses up the house list, but they are all broken and just a stroll. That's why I think that not saving the house state would be a better solution.

#27 Re: Main Forum » Well, now the cashflow problem is on coke... » 2013-06-15 08:07:39

Probably because there is nothing else to do.

There need to be other changes made to give enough content. Roguelikes are usually endless but TCD doesn't have an endless supply of houses worth robbing, yet.

#28 Re: News » Changing the direction of the game (and v9 released) » 2013-06-15 06:43:20

You don't have to. But that was always there, it's not new to v9.

#29 Re: News » Changing the direction of the game (and v9 released) » 2013-06-15 05:57:40

Laffinty wrote:

i know theres this concept of being excited, your heart pumping cause you dunno whats around the next corner, but eh if i have money i dont see a point in risking that and if i just died 1 min ago i dont care if i die again anyway

Both of those are perfectly valid and supported ways of playing this game. However, none of those enables you to rob a really high-end house, unless you know the solution in advance (for example from your previous life).
This is exactly how it's supposed to work, while enabling you to scout low-end houses quite safely with no tools or with a few cheap tools.

However to promote that "initial scouting" the robber could be allowed to flee with 2 tools -- not 2 stacks -- just 2 tools chosen by the robber from his backpack (maybe this could be increased to 3 or 4, idk). I thought about 2 initially since you do have 2 empty hands when fleeing with no loot so it's thematically consistent as well, I think.

Here is how it would look like:
flee1.png

After choosing some tools:
flee2.png

You confirm by pressing the Flee button.

Of course this could be further improved so that if the robber has less than 3 tools the game automatically picks any tools left and puts them in the "flee" slots.

#30 Re: News » Changing the direction of the game (and v9 released) » 2013-06-15 05:00:00

Nice post! Good explanation of the early history of the game.

ukuko wrote:

Starting money — house vs tools

Perhaps we were spoiled with the $6k from v8, but it now seems really tough to make more than a cursory defence with $2k. Especially vs $2k worth of tools. How about your starting funds are split into two vouchers, $2k for tools and $4k for building materials? Any money you receive from theft or sale of tools can be spent however you wish.

As I recall, v5 houses were largely funded by the free money left lying around by persistent robbers. We don't have so many of those now!

This was already mentioned in another thread because there were concerns this might be needed with the new system in place. I'll quote myself from that thread:

Matrix wrote:
bey bey wrote:

As an addendum: This REALLY makes a suggestion that happened some time ago essential: Of the starting cash, only a small fraction should be useable on tools. Say 5000 for the house, 1000 for the tools (or even less). Otherwise, robbers would then have a huge advantage from the start, seeing how pitbulls cost way more than crowbars etc.

This would help keep tool prices at about the same price levels without the need to change prices too drastically. However, if we don't increase tool prices the money you get from a robbery will allow you to buy many tools and the problem will just emerge there. So the starting credit is only part of the issue. But anyway, implementing this would make it possible to fine tune the impact the starting credit has on building power and tool power separately, which I think is a good thing.

I still think that implementing this would be a good thing and would help with fine tuning, because at the moment the initial building power and robbing power are strictly related and when you balance one of them you are affecting both of them. That shouldn't be the case.

Also this implementation would solve the other issue you mention -- the family being unprotectable at start.

Laffinty wrote:

Hmm well what I find in v9 is that I see les incentive in going to rob houses, too high of a chance it needs a magical dance or theres a random pitbull that will kill me since i dunno about it

That's why you need to make your scouting trips safe by bringing tools. You are right, however, that at the moment there really is less incentive to even scout because of high tool prices and low prize money, but this will improve over time.

#31 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-14 01:13:30

bey bey wrote:

I like this idea, Matrix, but permadeath makes at least revenge unfeasable. Every time somebody broke my house, I checked up on the guy and at least half the time he didn't exist anymore (and my paintings were back in auction).

Yeah, I know... happened to me many times as well. The system could still be in place for those other cases where the attacker is still alive. I think that the revenge option would be a nice feature, but it's hard to tell if it would work as intended.

jere wrote:
ukuko wrote:
jere wrote:

I don't like a free "move on" button. If you want to move on/leave, you should probably lose your backpack contents. Otherwise, you just keep clicking through until you get to the house you want.

I think a fairer solution would be to give you a random selection of three or so houses to choose from. Otherwise it'd suck if you kept getting assigned the 'impossible' house.

I thought infinite tools would make it so there aren't really any "impossible" houses anymore. I guess we'll see with v9.

When you decide to attack a house you would have to pay a small amount of money. The same goes for the "move" to the next house button. Without that (or some other clever restriction) it wouldn't serve its purpose because it would just be a random list with a tedious navigation interface (next only) that anyone could "scroll" through.

If you want to have a random selection system that allows the player to skip houses that he thinks he can't tackle, then the "move" to the next house action really needs to be the same as "cancel and attack again" functionality. Having "skip this attack" work in a different way than "cancel and attack again" just means that the system can be abused in some way (using one to achieve the same effect as the other, but not paying the same "price" or be subject to the same restrictions).

Even if someday impossible houses won't be an issue anymore, there are still other reasons why an attacker might want to skip a house.

jere wrote:
ukuko wrote:
largestherb wrote:

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 still think this would be better solved by robbed houses earning a basic wage. $$$

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.

Yes, if a system is put in place where houses can't be targeted directly at will, then robbed houses can start earning money again.

A random house selection system needs a large supply of houses to work as intended, so even if we combine active houses with robbed houses it still won't be enough. So the "NPC" houses would really be just "restored" old player's houses. Sometimes you will attack a house that no one plays anymore, but you won't really know that. And active houses will still be attacked all the time.

***

Before Jason said in this thread that

jasonrohrer wrote:

one hope was to have an intransitive-relationship (aka rock-paper-scissors) arms-race. As people built dog-heavy houses, everyone would carry a lot of guns.  But if you knew that everyone was coming in with guns, you'd build a wiring-based house with no dogs at all.  And then if that trend caught on, people would bring lots of wire cutters and stop carrying guns, in which case building a house with a lot of pits would be good.  And then people would start carrying ladders in response.  But there would be no optimum point, and it would constantly churn and cycle.

I didn't know that he hoped to achieve that with TCD. But since he made that post I thought I'd share this system that achieves the same effect in some other games that could be regarded as similar in terms of the attack/defend gameplay.

However, I don't know if the random house selection system is really suited for TCD at this stage. It also depends on the direction that Jason wants to go with his game.

One issue is the amount of houses that the system can choose from. Another issue is that you need to have enough strategies and viable counters for this cycle to keep going or else the meta just settles with an optimal solution that doesn't have a viable counter and the cycle stops (at that point games usually perform balance fixes). Another thing that might happen is that it won't achieve the same effect in this game, due to how this game "works" and how it's played.

There are many reasons why this can fail.

#32 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-13 00:16:37

jasonrohrer wrote:

The other hope was to have an intransitive-relationship (aka rock-paper-scissors) arms-race in place.  As people built dog-heavy houses, everyone would carry a lot of guns.  But if you knew that everyone was coming in with guns, you'd build a wiring-based house with no dogs at all.  And then if that trend caught on, people would bring lots of wire cutters and stop carrying guns, in which case building a house with a lot of pits would be good.  And then people would start carrying ladders in response.  But there would be no optimum point, and it would constantly churn and cycle.  Very similar, in many ways, to the way the colors work in Magic, where you can spot and take advantage of the current deck-of-the-day trends.

Turn-based or real-time multiplayer games (MTG, Starcraft) can achieve this in other ways, because there both players build up their "defence and attack" at the same time while trying to manage their resources. Outplaying your opponent usually means managing your resources and/or units better, making better "moves", reacting to the opponents' "moves" in real-time (in MTG you can play instants) or on your next turn, counter his strategy and (usually with card/dice games) a bit of luck.

But in asynchronous multiplayer (unless it's a turn-by-turn game) most of that happens in advance for the defense side, then the attack side gets to play and the defender can't react anymore. If you want to have the meta intransitive-relationship, the opponents would have to be chosen at random and the player would have to pick the contents of the tool pack in advance. That's how some other asynchronous "attack the base" games solve this problem. When you decide you want to attack another player you need to choose your army composition in advance and then you pay some money to initiate the attack and the game will pick a random opponent for you (the selection process can be based on your rank instead of being random). Once an opponent is selected you get to see what you are going against (their army/base) and what's the reward (if you manage to win). At that point you can attack (you have the right army composition or the reward is worth the risk) or pay again to look for a different opponent (you have the wrong army composition or reward is not worth the risk/time). Some of those games also have a revenge system where you can directly attack once any player that attacked you recently.

In TCD this would mean that instead of the house list you would just get to see a random house (the blueprint + house money, maybe also attempts/deaths) and from that screen you would need to decide if you want to attack or if you want to "move" to the next house. This promotes what you describe in your post. Attackers try to bring tools that work for the current house design meta and defenders try to build houses that are strong against tools that attackers usually bring. And with the revenge system in place (where the defender can rob the attacker's house back directly once) you are still allowing those revenge house raids to happen.

The current TCD system didn't achieve that because the attacker is free to pick exactly the tools he needs (and this part won't change with v9). That's why defenders decided to protect themselves by ruling out tools altogether with 9+ walls/traps and/or electric grids (this part will somehow change with v9 but in a rich house there will just be more traps to break through if the puzzle will be tedious to solve).

So if intransitive-relationship arms-race is what you want then a random enemy selection with blueprints and tools chosen in advance is something to think of but the problem is that such system needs a large player base (maybe you could throw "restored" old houses that had > 0 deaths in the mix to have enough "content" until there are enough "live" houses). The backpack might have to be somehow limited for this system because I don't think that the
leave-the-backpack-behind-if-you-flee mechanic would work well here, or maybe?

#33 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-12 15:15:08

largestherb wrote:

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'

First you would have to get to that $100,000 smile

Another strategy is to make a house that is not worth robbing for the amount that a robber would have to invest in tools. Of course it will happen that sometimes players will just rob you even if they lose the money, but this  happens now already. The challenge for the robber is to find the cheapest tool collection that makes it possible to get through the puzzle or breach the house.

If the right price balance is reached this could actually be quite fun, but it definitely won't just work right from the start.

#34 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-12 12:12:23

largestherb wrote:
Matrix wrote:
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!

We are talking about game source, derivative works, distributions and possibly sales rights, not cheating.

#35 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-12 12:06:06

largestherb wrote:

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.

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.

#36 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-12 12:00:58

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.

#37 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-12 03:15:39

Well we all know that a modded client can display any info that the game knows about so I don't think that extra time spent on obfuscating any of this is worth it.

Just make sure that this information is not available outside the client (debug output etc.) and that's it.

#38 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-12 02:58:00

Food for thought: maybe you shouldn't be allowed to buy tools in this game, but instead the only way to get tools would be from failed robberies of other players. You could still get some tools on respawn.

While this opens up many issues that would have to be taken care of it has quite some potential.

Next thing you know this game will be a trading card strategy game disguised as a burglary game wink

The first trading card game with permadeath? Shut up and take my money!

#39 Re: Main Forum » Changing the Concept of the Ideal House » 2013-06-12 02:52:37

The thing is you only have 2 options. Make a game where it's possible to build houses that are too tedious for most players to solve with X tools or make a game where you can't do that (i.e. any house can be breached with X tools or X is somehow dynamic to achieve that). Those 2 options could be divided further based on the amount of information that's available to the player (e.g. limited vision, blueprints, full vision).

v5 was about making tools obsolete and limited vision with no blueprints
v6-8 is about making tools obsolete and limited vision with blueprints displaying the starting state

Now some players suggest a change to animals where they would only move when they see you. So what they really want is just being able to see things move at all times. Hardest houses will just shift from electric circuits and animals to electric circuits only (animals will still be used to trigger security/trap switches, but not so much for the magic dance effect).  The next dominant design will be 9 trapdoor chains with their logic inside a room walled off with a steel wall that is at the same time the only source of electricity for the trapdoor chain. Probably the next related suggestion will be to make it possible to see or somehow get info for all other things that "change state".

I think that doing small changes like that is not the right thing to do at this point. Now the changes need to be drastic (like introducing blueprints was) until we find the right kind of gameplay. The kind that Jason envisioned for this game. From the point of view of a hardcore logic player the current state of the game already has the right kind of gameplay. It can't get much better than this... equal starting state, no randomness/unpredictability, consistent rules and update propagation, obsolete tools (so no randomness/unpredictability there either), but all that means nothing if Jason wants a different game.

I can't speak for others, but I started playing this game because I liked the idea to be able to use tools to break into other houses. I thought this was the core gameplay but I was wrong. Most houses are unbreakable and in v5 they were also unsolvable. Now they are technically solvable but the puzzle is often something that most players wouldn't even call a puzzle. This strategy is effective because it totally eliminates the unpredictable part of the robbery, i.e. what tools will the robber bring and how will he use them? But for the robber that's part of the game. Without tools the game changes from a burglary step-movement arcade to a scrolling electric circuit and Manhattan movement hardcore puzzler. Players playing the game (solving puzzles) inside 3rd party programs or on the blueprints instead of ingame already says a lot about the issues with this.

So one thing that could drastically change the gameplay is changing tools in a way that prevents house owners to make tools obsolete in any way. Of course the aftereffect will be related to the way this is implemented, but we won't really experience it until we try.

Like I said in the other thread, tool prices will have to be tweaked a lot (maybe, thematically, this even means that some house tiles prices will have to be changed).

bey bey wrote:

As an addendum: This REALLY makes a suggestion that happened some time ago essential: Of the starting cash, only a small fraction should be useable on tools. Say 5000 for the house, 1000 for the tools (or even less). Otherwise, robbers would then have a huge advantage from the start, seeing how pitbulls cost way more than crowbars etc.

This would help keep tool prices at about the same price levels without the need to change prices too drastically. However, if we don't increase tool prices the money you get from a robbery will allow you to buy many tools and the problem will just emerge there. So the starting credit is only part of the issue. But anyway, implementing this would make it possible to fine tune the impact the starting credit has on building power and tool power separately, which I think is a good thing.

#40 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-11 00:38:24

Well I was right about the maps after all... I had that prediction about 2 months ago that they will remove the old unique gameplay this game had back then. At the same time I also suggested an expandable backpack and I am glad the idea got iterated further. I think that the droppable backpack could work. Tool prices will need some tweaks though, I think.

I am looking forward to the new meta.

#41 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-08 08:46:29

Yes jere, colorfusion is right. He already pointed out most of things that I was thinking about, but I would like to add one more thing. Tools. You can't use tools inside this "sandbox", so it's not a real sandbox. New players need to figure out what tools do and what they can be used on. They also need to learn about the aftereffects, because they can affect other things inside the house.

#42 Re: Main Forum » Thoughts from a Newbie who was truly looking forward to this game. » 2013-06-08 05:13:52

I think that the problem itself is hard to "solve" in a gameplay sense due to some design limitations. Jason doesn't want to change some aspects of the game, so solutions are heavily limited by that as well.

The main problem I see is that at the moment the game lacks active players and players in general. But at the same time the game is really inaccessible for new players and existing players don't have much to do in the game after they have built their house and robbed a few others. It's a vicious cycle. It's hard to get more players to build more houses if the game itself is not kind to them in the beginning.

I think that new players need some protection (= advantage) in the beginning to help them learn the game and to make it impossible for experienced players to scare them from the game. Also the game itself should introduce game mechanics in such a way that they don't overwhelm all those players who are still learning the game. Many "improvements" for new players could be implemented, but I think that Jason doesn't want to go in that direction.

#43 Re: Main Forum » anti-magic dance and police » 2013-06-07 15:53:36

metaldev wrote:

2)  assuming the code is reasonably written, i wouldn't imagine would be too hard to add.  The feature would consist of:
- allowing a pitbull to use a gun against the player
- drawing the policeman assets

Yes, how fast this would be implemented is indeed related to how well the code is written.

However this

metaldev wrote:

- modify the server to spawn police into a house after successful robbery

is pretty much not related to the quality of the code. This is a different kind of problem.

For example, if I show you a specific house and tell you to place 3 policemen inside you will probably show those 3 spots right away and you would probably have no problems explaining the logic/rules behind it (i.e. why you placed them exactly where you did). But image that then I change the "challenge" slightly and I ask you to tell me those same placement rules for an arbitrary house. You would probably list the same rules and add a few more that would be suitable for other house designs, but there is probably a specific house where all those rules would fail (i.e. no policemen would be placed). The hard part is coming up with a non-trivial ruleset where it's guaranteed that it can be applied to any of the possible houses.

#44 Re: Main Forum » Pet movement suggestion » 2013-06-07 14:41:47

The current implementation uses simple rules already. What you are actually seeing as a problem is a non intuitive result (at least for most players I guess).

The update order that you are suggesting ("diamond" outwards clockwise/anticlockwise) is actually more complex than the current implementation, not simpler. If you think about it, puzzles relying heavily on animal movement mechanics wouldn't be any easier to solve with the suggested system, just the movement would look more intuitive to those players who find it unintuitive now. At the same time, those players who actually try to figure out animal movement in order to solve puzzles would have a more complex system to deal with.

#45 Re: Main Forum » Thought about how to fix "stuck" houses » 2013-06-02 09:51:24

jasonrohrer wrote:

Like, if the owner re-tests it, or some other player robs it.

Just to be clear, if the ignored house owner successfully robs someone, his house doesn't get off the ignore list?

#46 Re: Main Forum » Paintings? Auctions? And a suggestion! » 2013-06-02 08:48:37

Starting at a higher auction price and slowing down the price drop rate will definitely make it longer before the same situation happens.

But when the same situation happens, will there be another painting reset?

#47 Re: Main Forum » Painting reset happened » 2013-06-02 08:39:24

Well the "balling up" part happens because:
#1) a vault can store unlimited paintings
#2) the only way to get rid of paintings is to die

So it will happen again sooner or later.

Prevent/change one of the reasons above and painting resets won't be required anymore and at the same time it would open some new ways to get (rid of) paintings.

#48 Re: Main Forum » How to update to the latest version? » 2013-06-02 08:32:20

DarkNebula5637 wrote:

I have not played in a while (like a month) because i was waiting for the update to happen. I am still running v5 and i cant figure out how to update. Can anyone help me?

You should have received an email about the new update, which includes the link to the download and your original code.

Or, if you still have the old mail that you got when you purchased the game (titled: The Castle Doctrine Order) you can use the old link which redirects to the new version anyway.

If you don't have the old email anymore AND you did not get the new mail, then you will have to email Mr. Rohrer directly, I guess.

#49 Re: Main Forum » Inverted switch bug » 2013-05-31 12:46:46

jasonrohrer wrote:

Yeah, it looks inconsistent.  But the point is that ANY visualization of this would look inconsistent.

I understand that maybe animating it is not viable, but having a third state and a special sprite for such a state would be consistent. After all, the switch is in a new (unstable) state. Since the 3rd sprite would be a static sprite it could be used on the blueprints as well, if showing unstable IVTS on the blueprints is desired.

#50 Re: News » Version 7 Released » 2013-05-30 11:57:37

This is a good start.

Now we just need some marks or scribbles over broken objects so that you don't need to hover over potentially 1024 tiles and keep in mind which ones are broken when you are studying the map.

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