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#501 Re: Main Forum » Salary calculation changed » 2013-08-21 23:17:22

Jason, for now can you just increase the minimum wage a bit?

$21 an hour is tiny.

#502 Re: Main Forum » Salary calculation changed » 2013-08-21 22:58:30

I know was for these changes initially, but with v16 it just means that you have a longer period to survive through where your house is vulnerable to suicidal $2000 wife killers that don't give a damn how much is in your vault. It takes so long to time build enough money to properly defend your wife now.

I know it would be harder to implement, but a salary that you can vary yourself would fix this issue (even it was just a choice between a full wage and a low wage). Then you could use the full wage to get your house somewhat safe to $2000 raids and then leave it with a lower wage overnight so it doesn't become easy money for those rich enough to brute force you. Also, I think the income should be based on how expensive your house is, not how much you have in your vault. Otherwise rich players can just keep spending down to $0 and then leave there house for ages before it is worth robbing.

#503 Re: Main Forum » Full world reset coming » 2013-08-21 19:56:23

Hmm, just logged in and found that tool prices haven't changed despite the major nerf to defences. It was hard enough to make a brute force resistant house in v15, now it will be difficult to build one that simply survives starter cash sad. Even Blips expensive idea: http://castledraft.com/editor/yzUUWM can be cracked safely and easily for less than $1000 using a ladder, one pair of wire cutters and a heap of cheap water. Looks like v17 needs to come out soon with a major tool price increase.

#504 Re: Main Forum » Show me yours I'll show you mine. » 2013-08-21 19:34:48

I would have loved to see you try, through, as she was already dead! Ludicrosity got her and my children on his rampage. Also, how can you be sure you had enough money to even get to her body? smile

#505 Re: Main Forum » Full world reset coming » 2013-08-21 18:44:43

sad wish I had more notice on this, I would have copied my house from stdout to post, it is all a bit sudden. Anyway, as long some defence can work against starter cash in the new setup it should be interesting.

#506 Re: Main Forum » Show me yours I'll show you mine. » 2013-08-21 18:37:41

Bey Bey: I'm glad I decided to tackle your place just before the reset, it was fun smile.

I started up the application before I realised V16 was out and it cleared my stdout file so I can't post my most old house (Mr Johnson) sad. I'm also sad I can't see the final attempts at my house before the reset.

#507 Re: Main Forum » Some other problems and potential solutions. » 2013-08-21 02:18:41

I haven't been around for that long, maybe 4 weeks? I guess I have never felt the same issues that you bring up. As I said, starter cash robbery isn't new, but I have started from scratch many times over the past 4 weeks, but can fairly consistently survive the early game without using the "protect your wife" strat. I can see how this can be tricky for new players, and there is definitely a sharp learning curve. But the game isn't broken, just hard (maybe too hard, I don't know).

Players scouting early cuts both ways in that it means there is a decent amount of free $1000 vaults ($2000 if you are happy to get the wife as well) and you can create a pretty good façade for $4000. I guess it does require a bit of consistent playing and checking in to get started, and this makes it harder for people who just want to build a house and leave it to see how it goes. I guess the other thing that can make or break an early house is when it is build. Activity throughout the day isn't consistent, and if you build your house when it is quiet your less likely to be struck.

Anyway, despite dying many times I've had a lot of fun over the past 4 weeks despite the games problems. I have been able to rob top houses a couple of days after starting a new house, very recently there wasn't a house on the list that I hadn't robbed, despite my current house being around for less than a week.

I'm not sure as I can't see my name but from other discussions I think I must be Mr Johnson. I've fixed my house up and someone very quickly got figured out my dance (didn't get to my safe though big_smile). I agree that the game should have stopped me from buying paintings till I fixed up my house, but I was interested to see what would happen.

It looks like you have been exploring my place, were you the one that got to my vault and died soon after? Not all rich houses are "impenetrable" to starter cash smile(though mine is more so since I rebuilt it).

#508 Re: Main Forum » Random thread on preferred paintings » 2013-08-21 00:07:12

Interesting buy Mr Cawley (Bey Bey?) - "One of two". Kind of relevant at the moment...

#509 Re: Main Forum » Some other problems and potential solutions. » 2013-08-21 00:03:52

Gumshoe, how long have you been playing? I think a number of your assumptions are a bit wrong.

gumshoe wrote:

While it is a concern that rich players will robb poor players with this agressive income, they currently do that and will continue to do that either way, because it costs them virtually nothing to do so, they currently wont rob other rich players though because the gross amount of money they spend risking thier lives could just as easily be spent securing their fortresses/income.

From my experience this is just not the case. There is an upper bound on how much people tend on their home defence after which point money tends to go towards robbery and paintings. "Brute force" robbery by the rich is not much of a risk to their lives as they generally bring enough tools to secure an exit and blast through any traps. This happens fairly regularly amongst rich houses, I've done it a bit myself while I've had a good house and had others brute force me. It is in fact more likely that the rich will be robbed by the rich then by $2000 suicide runs.

Concerning the "starter smash" I don't really see this as a problem at all. With enough money, houses can be built basically invulnerable to countless $2000 runs, meaning that they are only a problem to newer houses and richer houses that allow for cheap ways to see how they work/by-pass security. $2000 runs have existed since I started playing and yet I've been able to consistently build houses from scratch that rarely if ever get robbed by $2000 starters. Once you have 4 pits and a 5 thick concrete wall you are set and it takes a lot less to scare people off/kill them off so that can't get at you again for another hour.

I agree with you that protecting your wife is too powerful at the moment and there isn't enough incentive to put money towards defending your vault. I don't think wife mechanisms need to be changed though, I think it is fine if getting to the wife is very different from getting to the vault, partly because I don't think wife killing should be an integral part of the game, just something that you can choose to do or not do.

I wouldn't be surprised if the current lull in houses is only temporary, some of the consistent players are having a break. It seems to go up and down quite a bit. What happened to Montoya, Cantrell and Mccartney?

#510 Re: Main Forum » Ding dong it's the irony patrol! » 2013-08-19 06:28:16

Maybe once you shoot those dogs an intricate mind bending maze awaits to get to his wife... or maybe not.

#511 Re: Main Forum » House Check Failed? » 2013-08-15 18:46:56

I am also confused as to how you had enough money to destroy every top house. I'm assuming you were Mr Dillon. I don't remember you being that high on the list with money, nor do I remember there being that much money between all the top houses. You spent about $24k on me and got just over $10k in total. Did you get a few rich houses cheaply early on that bank rolled the rest?

#512 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-14 20:57:18

Ah, ok, I didn't get it was a pop culture reference. I just googled 'Mr Rodgers' - and found "Mister Rogers' Neighborhood" and now Blip's song makes sense. We don't get it down here in Australia.

#513 Re: Main Forum » A proposal that needs feedback » 2013-08-14 18:26:06

Ukuko - I think you need a way to kill of the pitbull once you've completed the dance. As it is, during self test it will be impossible to stop the doors opening whilst walking through. I get the idea though. I guess its effectiveness will depend on whether guns, bars and meat are scaled as well, which doesn't seem as necessary as increasing ladder and explosive prices under the proposed system.

Update:
Oh, I get it now. After the voltage triggered switch is activated it is then permanently set to on by the power that it lets through. This is a little counter intuitive though and seems to violate Rohrer's 'no history' idea.

#514 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-14 11:10:07

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.

#515 Re: Main Forum » A proposal that needs feedback » 2013-08-14 10:57:20

bey bey wrote:

I think something similar to the line of sight of dogs is probably needed for electronics (I threw that in some time back when we had this discussion), say any power source can only power anything within a square of 9x9 squares with it sitting in the middle - too much power is lost when longer wires are used, it's a physical limit on conductivity of your 5$-wirings. This would allow for the awesome "cutting" feeling, but limit bit-locks etc. AND it would make magic dances even less attractive since the restriction would also hit anything powered by a doggie. I think this might lead to some interesting developments since any bit-lock's insides could be cut through to with starting cash. That pushes creativity!

Here is a quick example of problems faced with 'limited' power sources: http://castledraft.com/editor/tu8DsA
(In this example power sources have a fairly large radius but the principle applies to smaller ones).
A chain like this allows power to be cut across the house. Chains using voltage switches could still allow for highly complicated combo locks etc.

#516 Re: Main Forum » A proposal that needs feedback » 2013-08-14 10:42:23

bey bey wrote:

The best house in recent times was the one by a Mr Cortez - a house that was an endless mixture of corridors, doggie-switched-trapdoors etc. etc., all quite small, and every turn could be your last one. Something to be explored, cut through, thrown bricks at etc. A maze is just a magic dance with an added dimension - it's (limited!) electronics, animals, and small traps that make for really fun-to-play houses.

Did you miss my earlier post and just happen to think the same thing as me? Or are you just agreeing with me here? It was a pretty fun house, it's hard to think of how you can encourage that kind of design though.

For those interest, here again is my incomplete map of Mr Cortez's house: http://castlefortify.com/c/50368d3

#517 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-14 10:17:42

Ludicrosity wrote:

I just robbed Mr. Rogers.

I haven't even noticed a Mr Rogers. Maybe I'm him? Although robbing my house at the moment isn't a lot to brag about. Did you solve a magic dance to get in?

Also, Simoon - you got done over recently? I notice you only have one painting now.

#518 Re: Main Forum » A proposal that needs feedback » 2013-08-14 01:13:51

The proposed changes would certainly shake things up. You would have to dramatically increase tool prices to compensate for the dramatic reduction in house safety. Mazes are currently particularly easy to brute force as would anything else with this set up and current tool pricing. It's certainly hard to think of effective security solutions, even pit-bull mazes won't be nearly as effective with the new movement rules. Here is an early attempt at a $2000 house: http://castlefortify.com/c/009322e.

One of the most interesting houses I remember tackling was Cortez's, it looked something like this: http://castlefortify.com/c/50368d3
The thing that made it cool was that with only a cheap set of tools I was able to make my way through safely, though this required quite a lot of time figuring things out to make sure that I wasn't about to be trapped. I think it took me a few hours to solve but it was very satisfying to do so. The reason that it was interesting is because I was able to figure out when things would remain powered/unpowered so I didn't have to always leave ladders/cut wires/stopdoors behind me to ensure I could exit. For instance, with the row of trapdoors along the left side I knew that I could cross safely and be able to return because after the sticky switch is pressed they are guaranteed power. I still had to figure out how to effectively use tools to get around the pit bull though.

The problem with the way the game currently works though is that this is a bad house design because it is particularly easy to brute force and also possible to solve with minimal tools (also it is full of doors that cost $6 to disable and $100 dollars to replace).

The thing that causes you to *have* to brute force through well designed houses now is that after you pass a numbers of pit traps you cannot be sure that some cat at the end of the screen or dog that will see you isn't going to flip a switch that removes power to the doors, even if you figure out the initial magic dance. I guess you can take along a gun to shoot animals before they can kill you but I think currently you can set up situations where 2 guns won't save you so by the time you start bringing in 8 guns you may as well instead bring 16 explosives.

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.

Blip: I'm a bit confused by your design idea - http://castledraft.com/editor/BznObk. If this works it seems that the current electronic setup is broken - power shouldn't be able to go through a voltage inverted switch if the same power will also trigger it (turn it off).

#519 Re: Main Forum » Not enough players » 2013-08-13 23:30:46

A lower starting salary could make restarting a house quite a pain and make it harder for the top houses to be challenged. I like that the salary at the moment lets you build up a decent house in a few days if you've got the spare time to do this, I think the problem is that someone with less time on their hands can never get a house started as you won't be able to invest you salary into security before your house gets too tempting. What I think might work better (though might be hard to implement) is if you could choose between a higher or lower salary (maybe change jobs?) but the minimum salary increases with your house value.

#520 Re: Main Forum » Thread on current game issues and possible solutions » 2013-08-12 23:58:23

In terms of scent trails:
You could make dogs follow you when they see you and otherwise follow the most recent trails. This would allow dogs to still effectively corner someone. As long as scent on each tile was stored as an integer that decreased over time this would be history free.

An example mechanic that comes to mind:
All tiles start with an initial scent value (SV) of 0
Whenever you move over a tile its SV is set to 20 (or some other value)
Each time you move, for each tile with a SV above 0 this value is decremented by 1
If a dog sees you it will move towards you
If a dog cannot see you it will move towards the tile with the highest SV within 2(?) tiles (and possibly line of site?)
If a dog cannot see you and no nearby sqaure has a SV above 0 it remains stationary

This would mean that dogs follow the most recent path nearby that the player has followed.
This would have some interesting effects, including allowing dogs that had have never seen you follow your trail after they are released. It could be a bit tricky for new players to get their heads around though.


Another interesting thing you could do is have dogs chase cats. It would be best if this could only be triggered by player action though to avoid things happening behind the scenes that the player has no effect on. Perhaps you could make dogs and cats that see each other from the start 'friendly' and not chase each other, but this would violate the whole 'no history' rule. Still, I like the idea of pressing a switch that sets off a 'mousetrap' like mechanism in the background that leads to you being surrounded by pitbulls.

Cent: I have created a number of traps using cats that do not leave your line of sight. If a cat suddenly appears outside of brick range it can step on a switch in one move that can cause all sorts of havoc.

#521 Re: Main Forum » Alt-Tab Crash » 2013-08-12 00:30:05

Cent: Since playing the game in windows mode I've noticed that alt-tabbing now causes the alt key to be held, this can be an issues when creating a map as holding 'alt' activates eye-dropper mode, the same as ctrl. I've found this easy to fix, though, as just pressing the 'alt' key once resets it.

#522 Re: Main Forum » Alt-Tab Crash » 2013-08-11 22:23:00

I'd be up for this, I'll send you an email.

#523 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-09 07:17:07

I had spent a lot of money in my previous life on Callahan (over 30k total over a few trips), so I know what you mean about being one ladder away - two times I ended up with only one concrete wall between me and his vault (the second I brought more tools but made a mistake which cost me a decent chunk of them). When I finally got him (as Desai) I used my very last ladder to get over the pits surrounding his vault (he had modified his house by this time).

#524 Re: Main Forum » Thread on current game issues and possible solutions » 2013-08-09 05:49:44

I'm not sure about the validity of the two steps to the vault idea, at the very least if lots of players do it it makes it less interesting for other players as there are less interesting houses to rob (and having a wife surrounded by dogs isn't interesting). I think it has been a springboard for number of top householders. On a different note Mr Anthony's house has been consistently easy to rob, and yet he remains in at the top with his rich wife. I just think it's too easy to put all your money into wife defence and this pretty much makes you invulnerable to all but extreme brute forcing. Still, as I said before, at least this lets you have a bit more fun with your house as you don't have to worry about your vault as much. So, I'm not sure what should happen here.

Hmm, if you can't store money in tools some of the behaviour I've seen is a little odd. Players robbing me with a $32,000 kit after I've never seen their value at over $20k. I guess they could have had a few successful robberies before hitting me?

I'm not sure it's true that a lot of people quite before they die, otherwise I would see more deaths without videos (perhaps I don't build the types of houses that trap people). It would be nice if a quick restart (within a couple of minutes) would put you back in place, but I imagine it would be a technical challenge.

Maybe 9 has just been a problem for me. It made sense that wasd worked after I killed myself with it, but before then I felt fairly secure thinking that the only way to die was to press an arrow key. The auto-repeat has almost got me a few times, could be something to do with my laptop keyboard. I really don't want to have to press 'enter' after each move in fairly safe houses. I guess when you lose a house you've put time into for something so petty it makes you wish it couldn't happen in the first place.

#525 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-09 01:10:08

@Simoon
Interesting smile. Do you ever go in and try to solve them without tools after you've had a good look? (I imagine this could be pretty nerve wracking with magic dance houses).

I can see how brute forcing someone's house can set off a spiral of revenge (the reason I focussed Callahan was because he brute forced through one of my previous lives and stole all of my paintings, I was possibly a bit crueller to him than he was to me though).

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