Discuss the massively-multiplayer home defense game.
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Yes, exactly. You can do the exact same thing with paintings. Hence why I currently have 8.
Or you can buy tools, then resell them for half the value.
EDIT: This is also why there's some very complex houses in the $1,000 range. People spend all their money beefing up security, then nobody robs them 'cos it's not worthwhile. Hence no bounty money. It's a balancing act. Too much money, too tempting for somehow to spaff 50k on tools to take your 200k. Too little, everyone will walk in the door then straight back out again.
I really like the idea actually, although I'm not sure it's technically feasible. I don't believe the client sends the keys to the server in real time, I think it just sends the whole list for validation once the robber has died, left or completed.
Would be cool to see though, I always wonder how long players are standing there deliberating a certain choice. Whether they mis-key and jump into that pit, or consider it a long time before doing so.
To go with the wacky deaths thread, how about lucky escapes? The moment you get that sinking feeling after you made a rookie error, only to fluke your way out of it by the skin of your teeth?
I just had two in very quick succession.
Firstly, making a couple of tweaks to my house. I think I may have replaced an pressure pad (starts on) with a pressure pad (starts off) near the start. 150 odd steps into the self test, with a pitbull one step behind me, suddenly the six electric grids in front of me light up. Must have sat there for a good two minutes, bemoaning the loss of my house. Luckily it wasn't a sticking pressure plate, and the pitbull actually saved me!
A few minutes later, still a bit shaken, I decided to pop my head in to a house in the $1,200 region to check it out. Saw a powered door, ignored it and went upwards. To find a couple of steps later a recessed window which was cleverly hidden in the shroud. Instantly the door sprang to mind, and I ran to the entrance. Yup, pitbull.
Luckily the guy has miscalculated, it was an odd number of spaces away. I managed to escape thanks to the one club I always put in my backpack for wife beating duties. One more pitbull, or having it start another space back, and this lucky guy would have gotten to $30,000 odd bounty that's currently sitting on my head.
I think I might stop fiddling with castle doctrine for a while, before my luck runs out.
I personally tend to buy another pitbull whenever I get to ten deaths, to reset the clock. Running out of space to put them all...
I'll post my current never been close to robbed (but someone shot my wife then got pitbulled) map when it finally gets broken.
It's the one currently worth 43,500 and which has 8 paintings, if anyone wants to have a go.
Actually, I'm intending to buy a second account with my winnings. Not as a mule, but for the sole purpose of letting me indulge both my massive trap building, death tape watching side and the side that wants to try to break stuff with just the beginner tool stack.
Well, that was interesting. I may even have played too conservatively, given that I spaffed a fair bit of money on paintings and tools to keep my net worth down. The only guy who was ever really a serious contender at all for my vault came in with 18k worth of tools, drugged a dog then stepped on it.
Still, $45,000 or so ain't bad. Definitely the longest a house has lasted me so far as, too, mostly I end up stepping on my own traps well before this point!
So many 2k houses showing up, but I can't go home to get a club! Arghh!
Quick, use ALL the explosives!
EDIT: Iceman, would you be Mr. Jeffrey William McCoy by any chance, leading the pack with a clear $210,000 for a total of $340,000?
There's also another interesting side effect, in that you can't chain rob people without a five minute wait. Because you can't go stock up on tools.
The unlimited tools do at least stop a lot of the turtling that happened early in the game when you could only bring in 8 items total. However I still think that it could potentially be better with a cap of 10 of an item in a slot though, so if you wanted 20 dogmeat you had to use two backpack slots.
Yeah, resetting the kill ratios can be very helpful. A 20/25 death ratio can discourage all those newbies you want to try and ram raid your house so they can drop tools everywhere.
For the next 40 minutes or so, sounds like.
Here's a question for you. When you've exited the house with tools in your backpack, those are removed from your vault right? So if I was to load up to with every kind of tool imaginable, leave the house, pop back in five minutes to reset the timer, leave the house, pop back ...
Well, wouldn't that give me an abnormally low valuation, up until I drop all the tools back in the safe in 35 minutes time?
It's certainly been done before. You could do it with a stupidly obvious power plant next to an electric gate blocking an entrance, with the gate being the only thing conducting electricity. Maybe put in some magic dances that also cut off the power flow if you don't do them.
You can just hover over the 'Sell All' button to get the price in a tooltip, by the way.
Someone just came into my house with 8 saws, 2 pistols, 14 meat, 17 water, 20 clubs, 4 bricks and 2 wirecutters.
Chopped through one wall, drugged a pitbull then stepped on it. Dead in 22 steps for a net gain of ~8k.
Who wants to own up to that one? ![]()
Hmm, looks like I just accidentally slipped back into the top 20. Maybe time to buy another painting...
I've literally just watched two people walk into this one in the past ten minutes, so what the heck here's another gimme.

Player walks into the house from the right. Up the top, there's open ground (with scary family protections and lots of dogs, maybe an electric door in plain view). Through the door could be anything, maybe even an angry pitbull!
So, because of his initially limited visibility, he takes a step down onto the first grid which doesn't seem to have any power. He sees the third grid around the corner, but figures he's still safe. However when he moves on to the second grid, suddenly the little doggie sees him and gets agitated. If he moves backwards, he gets fried. If he moves right, he gets fried. The only ways out are
A.) Kill the dog somehow, probably using meat or a brick.
B.) Take a saw to the wall ... at which point, obviously, wall dog.
C.) Use some wire cutters.
So, for $250 you have a basic trap which potentially costs $400 to circumvent. Upgrade the dog to a pitbull, you then have the choice of either drugging him and leaving a landmine in the passage, or spending $1,200 to shoot him.
I'd say this one basic trap accounts for maybe 15% of the deaths in my house. Most of them in 4 moves.
My favourite traps are always the ones which play with expectations. For instance the classic 'dog in a wall', which I haven't seen around as much since back in version 10ish times. Set things up so your victim is herded into a specific dead-end by a horde of dogs, and like as not they'll take a saw to that inviting wooden wall. Then bam, dog in your face. Makes me laugh every time someone is caught by it.
Also works nicely to freak out people attempting to circumvent your maze from the outside.
The other classic is the leap-of-faith. Read up on precedence on the wiki (buried in the pitbull page at the moment: http://thecastledoctrine.gamepedia.com/Pitbull) if you want to understand this one.
The player moves.
Pet movement occurs.
House objects and electronics update.
Meaning you can step on to an electric grid which is powered on, then the pet moves onto a button, then the state of the electric floor (and your Schrödinger charred corpse) is determined.
I especially like the variant on this below, which has been ripped straight from my current vault:

This works on three levels. At the newbie level, opening the door at the top and seeing the scary pit incites them to turn around and go back the other way, where a cunningly inviting corridor filled with doggy death doors awaits them.
On the intermediate level, the fellow comes along and sees an unpowered trap door. But then he spies the dog, who will move down a tile when he does, hitting the button. So he bravely steps out into empty space, only to land heavily, crushing his legs and dying a lingering death.
Why did he die? Because there isn't actually any power coming into the pit from the dogs side. Instead the power to the trap door is turned on by doing a little magic dance somewhere far, far away in the maze. Oh, and incidentally this trap door works as a double bluff when it has been powered on. Because the even more eagle eyed expert viewers will notice that's a toggle pressure switch (starts on) which the dog is about to step on, which if they're wrong could switch off the power after all...
I imagine there'll be a lot of players running down the list of houses, with $2,000 worth of tools, looking for a $5-10,000 score before 1am. Chills only affects one house at a time, and you're looking at a good 50 houses at least before there's not enough money to be worth the try. So I'd recommend defending, and raking in money on the tools.
My wife was brutally bludgeoned this morning, and in traditional fashion I surrounded her battered corpse with pits to preserve it for all eternity. So far, no less than five people have walked into said pits. Two with copious amounts of tools. This is the level of player you're defending yourself from ![]()
Nothing like a real money contest to make you extremely paranoid. I currently have six paintings and I'm considering buying another, in an effort to keep my net worth below the perceived $30,000 'screw it, tool up and take him' threshold.
Funny thing is, the vast majority of people who enter my house die on the one of the first three traps (<3 doggy death doors ... and powered doors ... and trap doors ... y'know, doors in general). I don't think any of the 80-odd kills I've had since Saturday has penetrated more than half way to my vault yet, but I just don't want to risk the possibility. I'm now relying on chills to keep me safe until 1am.
Ahhhh, forgot about bounties. That's what happens when you don't play since about version 8 ![]()
The same as normal, the only way money enters the system is the initial $2,000 from a new life. And that's what you would be charging for. So it's physically impossible for the hoster to lose money, especially given the other money sinks in terms of tools and suicides.
The hacking issue is a valid concern, I think the best you could probably do there is damage limitation. Have a maximum value which can be 'fenced' back to real currency every day, and have payments batched rather than instant to give sufficient time to review the recordings. That would also have the effect of meaning you couldn't just cash out a daring heist instantly, but would have to protect the money for a day or two.
The fence would essentially be an untouchable pool of money which can't be stolen until the withdrawal has been reviewed and approved.
So I'm sure the thought must have crossed lots of peoples minds, especially given the contest. As the Castle Doctrine source is available, and anybody can set up a server, what are the chances of a pay-for-play server showing up?
I'd think probably $1 to buy in to a new life, and allow players to cash out at $1 per $3,000 in-game. That allows a reasonable amount of overhead for server hosting costs etc, maybe with a $15,000 minimum on cashing out.
Integrating micro-transactions like this shouldn't be much more than a week or twos work for a competent coder, I wouldn't have thought. Might you be having sneaky thoughts in this direction yourself, Jason? ![]()