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Discuss the massively-multiplayer home defense game.

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#26 Re: Main Forum » [suggestion] self-test suicide post-review » 2014-02-11 20:22:20

Good idea. A nice thing would be have to list every self-test (completed) in the security tapes, so you can Watch yourself complete the self-test, but then also verify that the traps work. (since when you self-test, you only verify that the traps does not work for you), but you want to know that they work when a burgular comes.

#27 Main Forum » [Suggestion] Don't ask for exit when minimizing the game! » 2014-02-11 17:24:53

sebastian
Replies: 0

One thing I find highly irritating, is that if I minimize the game to taskbar to wait for "bait" to fall into my traps, the exit confirmation dialog appears.
Why? It would only make sense to ask for exit when [X] is pressed, not [_].

Would suggest this are removed so I can minimize the game without having to recover with "ENTER" when switching to game again.

#28 Re: Main Forum » Funniest Home Surveillance Tapes » 2014-02-11 00:47:31

Lol. People keep going into a pit that isnt even placed/designed to be part a trap, rather designed to be a "non-vision blocking wall".
iXaqgmq.png

I don't know why. Have lots of "3 step/4 step Deaths" from that obvious pit there. Do they Think its a floor there?

#29 Re: Main Forum » Price killed » 2014-02-10 22:23:27

About cheating:
I find it a Little strange that a client should be used at all? The client could be a standard web browser instead.

The game could be completely server side & web based. You simply, after purchasing a account, logon to a web site.
The web site could have buttons for up/down/left/right and one button for each tool slot. Each click sends a HTTP req to site, and site replies with what you can see.

Building can be done by seeing the whole house, then you first click on the item you want to use (that sends a HTTP req to site), and then click the tile(s) you want to Place item on. (each tile sends a HTTP req too).

One thing "lost" would be the visibility shroud, it would simply be black Squares where you cannot see past.
Else, there would be nothing lost.

Would be in fact pretty easly for Jason to code. The game interface simply needs to be a large form where each tile & tool button is a <input type="image"> and navigation keys can be simple <input type="submit"> buttons.
Would even work for those that want to play on their mobile phone, regardless of its iOS, Android, Blackberry, Windows, Tizon or whatever. All you need is a web browser!
If I want, I could play on "exotic" devices like printers, "put a coin here and surf for 30 minutes-terminal", fridges with built-in web browsers, or even Raspberry pi!


Mods that alter the game rules could simply be hosted on the modder's server (the source could be still accessible, so anyone with a account can download, mod, and then upload to their own server), and mods that do not alter the game rules, but only the appearance of the in-game objects, could be as "mod packages" that you can upload to your account on the main web-site and all items sprites will be replaced with your own sprites.
Applying a mod could be as easly as downloading a .zip, and then uploading this .zip to your account in the main website.

#30 Re: Main Forum » Super sticky switches? » 2014-02-10 00:31:51

Turnout8: Yes it can be a great trick. But does not work for the careful people because if you are just careful you will notice the Electric floor does not turn off after releasing the switch.
Its then better to have a loooong Electric floor path and then sticky switch in the end. If the person uses Tools on the self-locking Power source, then it becomes a "normal" commit gate. But if he forgots, it will COSTs tousands of Money in water to disable the whole path.

#31 Re: Main Forum » Tips for starters. » 2014-02-09 14:03:07

rcmike: hahahahahahaahahahah "dont know how to deal with snow"...... Sometimes the snow amounts get extreme and you CANNOT deal with it.


About the tips however:
One tip I would say to a newbie, is: "No idea go out robbing". Too difficult with 2k starter Money. Instead, try build a house that has a harmless looking, but deadly trap, and then the vault straight after, but well hidden. (behind a door or something).
It will Catch so many people over time that you will collect Money. Extend your house with more traps and contraptions, and so on until you get a really good house.

I have gone very far in the game without any single robbery, in my last "Life" of the game, which im still alive in.

#32 Re: Main Forum » Super sticky switches? » 2014-02-09 12:35:46

Redundant Power supplies. You can have 2 or more Power supplies connecting to the switch.

You can also have the switch be wired to a Voltage switch, that is connected to itselfs output and trigger, and then a Power source on its input. Once the sticky button is set, the voltage switch locks into Place permanently, and only way to defuse it is to short BOTH the Power supply to the sticky switch AND the voltage switch.

#33 Re: Main Forum » Why should I continue playing this game? » 2014-02-08 21:34:35

Did you see any animals, or did you not explore enough to really find any animals that you are required to get in touch with? It does not matter when you see the animal, even if you see a animal through a window or something far in the beginning of the maze, the animal might trigger a button later in the end, that makes it impossible for you to finish the map. It can also be required to make Contact with that animal to defuse the trap (it then pursues you behind wall until animal step on a button), else it Always activates.

Also, I would rather recommend you to begin with building a defense for about 1000$ and leaving about 1000$ for other people to take.
Then you need to make defense that look harmless but will kill the player, like the Electric grills you saw that kill you the moment you step on them.

If the defense looks harmful, they will simple use Tools on that to defuse it, so what you need to do, is defense that player don't waste Tools on. For example: Fake commit gates, traps that look nonworking, like a commit gate without Power sorce, but starts working mysteriously when the player returns, and traps that actually disable parts of the house if they attempt to use force or do things in incorrect ways.

#34 Re: Main Forum » Why should I continue playing this game? » 2014-02-08 21:20:12

It might not be a Clock Circuit. It can also be some animal that made Contact with you, without you noticing, and now pursuing or leaving you, behind a wall, until you step on that Electric grill, and then the animal at the same time step on a switch that activates said grill.

Once you made Contact (see) a animal, the animal will behave as it Always see you, even through walls, doors, and such. (The logic explaination of this can be that the animal smell or hear you through the wall)

Theres 2 ways to defuse a "rigged" Electric grill thats not a Clock: Either use wire cutters and water, but that requires knowing exactly where the entry Point is (eg the Point at "next step it will kill you")
Or you will need to find the way the owner deactivate the grill with (so it don't activate same second you step on it or are halfway through). It can be some hidden button somewhere, codelock, or you need to step on a specific tile (lets say, you need to move into a dead end even through you know its a dead end, its like a "hidden switch" - because a animal behind the wall is deactivating the trap for you) or whatever.

Some things might even need to be carried out in the right order, else a animal is killed which will then not be able to deactivate a trap later on the path.

Remember that the owner must make it to the safe without Tools, so all traps can be "defused" without Tools. (except for red herring traps, that Always activate and cannot be "defused" without tools, but red herring traps is just red herring traps and reaching a red herring trap means you did pick a wrong route where theres multiple routes to take)


Note also that animals and Clocks can be combined, making "timed traps" that require you to move perfectly into the trap (with the least amount of step possible), else the Clock times out and you will Always be killed on that Electric floor.
See it as a "time limit", eg if you dont make it into the trap in time, then you will never make it through.
(Note that "time" in the game is not in seconds or minutes, rather "time" when talking about Clock Circuits, is step-based (and tool based), each time you take a step or use a tool the Clock goes "1 step" forward.)

This can make some houses nearly impossible to force with Tools, since Tools increase the "time" it takes to reach the trap or vault in question.

#35 Re: Main Forum » troubles » 2014-02-08 19:46:36

No. You should enter your STEAM USER AND PASSWORD in those boxes.
When thats done, you should get the game immdiately, eg without having to enter anything.
The backend will use your steam Account-ticketID to send a "Add game to library" function to the steam server (Which only Jason's server has authority to do), so you should get the game "for free" by logging in that dialog.

BUT if you fail to login, you will lost the download code.
What you need to do, is to click the link in email again, and then immediately login correctly. If you do incorrect and get "incorrect user or password", then you have to start from beginning with the email link again.

Theres a slight possibility that you have depleted your download code by attempting to login with incorrect steam details. Then you need to Contact Jason so he can reset the "Has added game to steam" flag on your download code.

#36 Re: Main Forum » Tips Page » 2014-02-08 18:20:05

Reality: You can use that trick to your favor: Make that single Power source run a trapdoor blocking access to vault. Thus shorting that Power source will make access to vault more difficult.

#37 Re: Main Forum » Players that buy $2000 worth of tools to rob you of your $500. » 2014-02-08 17:36:58

Amatiel: I did do that: Build a starter house and climbed only by collecting bounties.
As I said, figure out a trap that looks harmless but that will kill the player if not defused.

Eg, make something deadly, which the player wont bother using Tools on, and you have success.

#38 Re: Main Forum » Players that buy $2000 worth of tools to rob you of your $500. » 2014-02-08 17:31:36

I Think your'e doing wrong.
It was my first mistake too. I struggled with the starting houses and didn't advance, did try go out robbing with 2k in Tools in hope of scoring bigtime.

Until I found out the trick: Buld things that looks harmless but activate and become harmful when the player does not expect it to activate.

The trick here in this game is to do something that *looks* harmless, but is something else that you would Think.
For example "leap of faith" traps (Power, toggle, electricfloor, trapdoor) that instead are deadly traps that activate unexpectly if the trap is not correctly defused with a button or something elsewhere.

You can do it with cats and/or dogs, that move on switches, or use Clocks, that "Count" the steps and then activate the trap permanently.

Because, as soon as a player stumbles upon something that looks harmful, they will immediately use Tools on that. But if they stumble upon something that looks completely harmless, for example a standard commit gate, they will not bother wasting Tools on that. (until they would need to pass the commit gate in the "wrong" direction).
If the commit gate instead activates by a Clock or dog or cat or something similiar, then player will be unaware of that and move on, to only get killed by a "inactive" commit gate which activated Before the player even reached the trigger sticking button.

#39 Re: Main Forum » Tips Page » 2014-02-06 21:16:36

DethBringa: The idea is that you have a trap later down that path that requires deactivation "outside" (Before) the commit gate, for example more powered doors or trapdoors. If they do things in wrong order:

1: They can short the battery, go back, deactivate further trap, and then they would have need to use a ladder (1800$) to continue on the path.
2: They can Jimmy the door or button, but that would require a crowbar (2400$).

#40 Re: Main Forum » Bruteforcing too easy, a proposal » 2014-02-06 18:44:49

Agree. There should be a limitation of number of Tools.

Or a easy fix would be to add "Wired Concrete Wall", same as Wired Wooden Wall but needs explosives to be taken care of. Cost could be 3 times normal Concrete like cost for Wooden Wired Wall is 3 times normal Wooden Wall.

Then it would be prohibilitively expensive to bruteforce a house since you would need 100s of explosives to succeed. You would instead need to figure out a good bruteforce, for example just bruteforcing through a closed door or something like that.

#41 Re: Main Forum » Meta-Game and Common Trap Mechanics » 2014-02-06 17:42:13

You did wrong with the voltage trigger. It should be a inverted one. Else the trap rewards the user for bruteforcing, since bruteforcing will cut the Power to the voltage switch, which in turn will cut Power to the Electric floor.

#42 Re: Main Forum » This seriously needs to be changed... » 2014-02-06 14:41:10

I suggested in the Steam forums that you should be able to select if you want to commit to a house or not when you reach the Vault during self-test.
Eg:

Reach exit = You go back to edit mode without being billed.
Reach vault = "Do you want to commit to this house? [Yes] [No]"
[Yes] = Go to house list - you are billed for the materials.
[No] = You go back to edit mode without being billed.

Jason said it was a good idea.

I got this idea so you don't actually have to remove all commit gates to the exit, you just have to "un-danger" the trap you are currently working with, then you can push to the safe regardless of trap is in working condition or not. And fix it without being double-billed for the materials.

#43 Re: Main Forum » Most stupid user ever! » 2014-02-04 20:07:24

The problem is that then the sockpuppeters just use 2 Square away, and so on. They just need to avoid to get just next to safe.

Maybe that rob is forfeit if someone on the same IP sucessfully robs a house that a previous alt-account (not equal to this user) did die in the same house and the died account is still in its chill period.


This means that if user 1 and user 2 has same IP:
User 1 robs house and dies.
User 1 now have X hours chill.
User 2 can enter house (no chill), but if he sucessfully rob the house, and the chill timer (X hours) is still counting down on User 1, rob is forfeited (player is killed).


Then you don't block alt-accounts to play, instead you detect if theyre using altaccounts to cheat, and then kill them if they do.

#44 Re: Main Forum » Most stupid user ever! » 2014-02-04 17:49:03

No. Im not talking about blocking alt-accounts on same IP. (Jason said that he want the experience of sitting at Starbucks or library and "It was YOU that robbed me")
Just that they share same Chills, which means they can still rob each other and collaborate, its just that if they trigger a chill, they can't just circumvent the chill by logging a alt account. And once they "infect" the IP with a chill, any new accounts on that IP will get same chills (of course with correct time counters) so they cant "ooh, need to change IP"... because then its too late.

About unique names: I don't Think it would take any server space. Generate the name "live" instead. Eg something like GenerateName(AccountID, TargetAccountID) and that is executed anytime we want to have a name.
So AccountID is then the robber browsing house list, and TargetAccountID is the house that is about to be displayed in list.

#45 Re: Main Forum » Most stupid user ever! » 2014-02-04 17:31:57

largestherb: No I noticed the failure to connect my trap, so I connected it.

JoeBlow & MasterPain: aaah now I understand. They have a sockpuppet that they use to figure out houses. It does not matter if sockpuppet dies. When they suceed, they know how to break house and take their large account.


2 soultions that would solve this problem altogiheter:
Generate name using a pseudorandom function that takes both the target player account, and source player account, as input. Thus 2 alt accounts will never find the same house.
Make so chills also apply to IP. So if a specific user is on Chill, apply same Chill to user's IP as well.
If a alt-account logs on from a IP that has Chills, copy over the chills to that account. (using a OR equation, so any chills already on account is COMBINED with chills on IP, and then stored on account AND IP).
(so if he would log in with he's low value account, he will also now have the chills of his high-value account as well)

#46 Re: Main Forum » Most stupid user ever! » 2014-02-04 15:19:18

No, 4 saws, 4 drugged meat. I had my wife just at the door.
He just drugged the commit pitbull and then Went for the safe, and then ignored the safe completely.

#47 Main Forum » Most stupid user ever! » 2014-02-04 15:13:42

sebastian
Replies: 17

This must be the most stupid robber ever.

It was when I forgot to connect a trap, so it was a "free lunch".

Robber reach vault.
Now he SAWs the wall above and below the vault, and then finds nothing.
Then he attempt to go back through the commit gate and dies.

aplNju2.png

What is the most stupid tape you have seen?

#48 Re: Main Forum » [Suggestion] Fake Wired Wall? » 2014-02-04 11:17:55

largestherb: He meant that he want to do a wired wall that seem to connect a Power source and stepping plate to lets say a door, to lure the user into pressing the button, but the button instead activates a trap.

#49 Re: Main Forum » Suggestions Page » 2014-02-03 17:10:09

One tought I got also: "Pet doors" - a tile which only pets/animals can walk on, and not player/family members.
Can be defeated by Saw, Blowtorch, or Explosive.

Tile could look like a wooden wall with a Square hole Close to "floor" on all 4 sides, and inside the 4 walls around the tile, the inside could look like a tunnel like a +.

#50 Re: Main Forum » Suggestions Page » 2014-02-03 16:40:20

One thing that I would want to have, is the possibility to select if I want to commit to house or not, if I reach the vault during a self-test.

So if I do a "fake self-test" (eg I replaced some traps with lights to test), I don't have to replace every commit gate I know its working (used correctly).

Eg:
Reaching door -> Self-test is aborted and you get back to edit mode.
Reaching vault -> A dialog appears: "Do you want to commit to this house"
[Yes] -> House is saved and pushed to list, and you get billed.
[No] -> Self-test is aborted and you get back to edit mode.

Then I only need to non-lethal the trap im currently working on, I don't need to non-lethal all previous traps in house.

Currently, If I non-lethal the trap im currently working on, and find out that it is buggy, If I don't have non-lethal all other traps, im forced to commit to the house (reach the vault) and its billed for the materials. If I then fix the trap, im billed for the materials once more.

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