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#51 Re: Main Forum » Complete silence to my own traps. 50k house lots » 2014-03-02 06:05:07

Hi Deathgeorge, welcome to the forums!

Yeah, that is a confusing house - I think there must be some mistakes?
Firstly, there is no way the family could be placed there as they have no clear path to the exit.
I imagine there also must be a dog missing that is supposed to be behind the first dog that you see when you enter? Otherwise there is no way to stop the cat killing you when you go up.

One problem with this design is that it can basically be solved safely only using water and water is quite cheap. Try forcing people to bring more expensive tools to break your house. For instance, replacing the green indicator light before the electric floors in front of the vault with an electric door would make it a lot more expensive to break. Also, use sticking switches on your combination lock so that players can't just return and try different combinations.

#52 Re: Main Forum » Ideas and questions » 2014-02-28 19:19:12

jasonrohrer wrote:

For the battery, it would be balanced by the fact that you can only attach it to bare wires.

A powered door is currently vulnerable to having its wire snipped, so house designers need to protect the wires that control their doors.

But wires leading to trapdoors currently don't need to be protected (because snipping them doesn't let you cross).

So, a battery could cost the same as the wire cutters, but do the opposite (cause a wire to become powered instead of breaking the power at that point).

And I supposed it would have to be applicable to electric floors too, just like the wire cutters.... though a battery "cooking" on an "on" electric floor would be a bit strange.


I'm hesitant to add either of these things, because though they add interesting wrinkles, I'm not sure that the game really needs them.

Also, we currently have 12 tools, which fits beautifully on a single screen in the grid view...  That's not a great reason to avoid making it 13 tools, but it is a reason.

People will find a way to work around tools like this - there are already lots of houses that use multiple trapdoors without using any passable wired tiles. You would have to make sure that the battery can also be placed on red indicator lights, toggle/rotary/sticky switches, wires bridges acting in both directions and even voltage triggered and inverted switches. Even with all of this there would only be a very small amount of commonly seen traps that this would be effective against and all it would do is make these no longer appear meaning the battery would probably become redundant. There are times when I think "a voltage detector is just what I need right now!" but they are so far and few between that I would never actually take one into a robbery. I think the same would end up happening for the battery.

#53 Re: Main Forum » So tired of $3000 worth of tools to rob my $3000 vault » 2014-02-28 18:50:45

Also, if you rob $3000 sell value of tools from a vault with $3000 buy value of tools that you robbed from another vault you are really making a 100% profit. As most houses without wives will have some of their value in tools taking on these houses by using their value in tools can end up being quite profitable as long as you have a decent success rate.

#54 Re: Main Forum » new member 45k here » 2014-02-26 18:15:16

High GotABigTrap, welcome to the forums! Good luck staying in the top 8.

"my bounty is probably like 50k."

Unless you've either been alive for quite a while or killed every woman and child you've seen I'd be surprised if it were this high. People have a tendency to overestimate their bounties. $50k is 100 vaults or 50 family members.

#55 Re: Main Forum » Chills » 2014-02-26 18:11:42

It is 24 hours of the house being available on the house list. So if the owner does a major edit or lots of people spend time robbing his house it might be a fair bit longer.

#56 Re: Main Forum » Another death, another cautionary tale. » 2014-02-26 18:08:03

I guess the faithful dog heroically jumps forward to protect his owner when you strike.

#57 Re: Main Forum » [Suggestion]: Save Us From Ourselves: No Test-Run Permadeath! » 2014-02-26 04:52:38

FreeLove wrote:

If I could suggest one slight copyedit: 'meant to be punishing' not 'mean to be punishing'.

Fixed! Thanks for noticing.

#58 Re: Main Forum » How does this happen? » 2014-02-25 21:55:38

Sybernetik wrote:

Not a fan personally. I believe if you have the correct tool you should be able to escape, if you over commit and don't have the tool necessary then you should die. I should be able to rely on a wire cutter doing what it is supposed to do with out it insta-killing me. Takes some of the fun out of robbing when I can't ever step on an electric grill unless it is cut first. I believe this detracts from the tactical aspect of the game and just makes it random. There is enough random guessing on pathing without having to guess if your tool is actually going to work. What's next, a ladder that breaks when you step on it?

If you know what you are doing it is not random at all. In most situations you can safely walk along electric grills with wire-cutters or some way to bash into the walls. The exception is when the wired floors potentially form a loop. In this case you will want to cut part of the loop while not standing on electric floors that make it up to check whether it will fire up. This seems very tactical to me, the house owner can try to make it as difficult for the robber as possible to safely cut the loop and the robber can try to find the best and safest place to cut.

There are already lots of situations where dog food and clubs will not save you if you make the wrong move and a dog sees you. Sure, with enough guns you can back your way out of anything, but who brings that many guns? The best thing to do here is to ensure that dogs don't end up behind you by checking down each path before committing to one - often having to use dogfood to pre-emtively ensure safety. How is this situation different from paradox-wire floor traps?

#59 Re: Main Forum » Family » 2014-02-25 20:50:36

LiteS wrote:

Yeah, that fixes what I found. The trick I came up with was to scare the cat away from the grate and dog, then kill the dog on the grate. Seems like you'll have to find JWG's solution though.

Well, my solution No.1 at the moment is to walk up, club the dog, shoot the wife. smile

#60 Re: Main Forum » [Suggestion]: Save Us From Ourselves: No Test-Run Permadeath! » 2014-02-25 18:50:37

Kimenzar wrote:
Leaf wrote:

I do think that perhaps until you get $4000... there should be no self-test permadeath

It's too expensive to use indicator lights and baby dogs.

If you replace them get near the vault and back out again you can replace them without loosing money <- should be also in the FAQ why to reach the entrance rather than the vault in traptests

Ok, I've split the first point into two so now it is:

- test your house replacing electric floors with red indicator lights, trapdoors and electric doors with green lights and pitbulls with chihuahuas. This way you can know if your traps are working as intended without risking your life.  Be aware that pet behaviour may be different as real traps may effect pets differently than lights.
- make sure to exit out the front door rather than reaching the vault when testing your house. Changes are only saved and paid for after you reach the vault in a self test. If you leave by the front door you will return to build mode and things will be just as they were before you started the self-test.

#61 Re: Main Forum » One week at the top » 2014-02-25 18:37:15

Americans17 wrote:

Could you give some tips to rober a house, what set up you bring generaly? You rob any house, no matter how scary it looks?

Well, one important thing is to only rob houses that have enough money in the vault to back up how scary they look. What to bring really depends on the house you are robbing and also what tools you already have in your vault. And it is something that is changing all the time - there was a time when I could get to most top vaults with a bunch of saws and maybe 2 explosives and a ladder (plus cheap meat etc.). Now if you rob a house over $40k you'll probably need a bit more than that.

An important thing to do is to always scout first unless there is a prohibitively expensive entry fee. Scouting with a bunch of cheap tools can give you a good idea of the type of tools that will work in a certain house and can save you a lot of money in the end.

One more tip - don't always follow the path the creator of the house has set for you. A lot of houses put the vault in the bottom left corner and it only takes a few explosives to bypass most of the house. Bash through thin looking walls and see what is past them and always look for shortcuts.

Basically the more you rob the better you will get at knowing what to expect and bring. Also watching tapes of successful robbers in your house is one of the best teaching tools. I'm not going to give all of my strategies and know how away - this is a game about learning through playing and in many ways the wiki and guides take away from that part of the game.

Edit: I don't want this to become a thread about successful house invasion - I'd much prefer discussing the question of whether the game needs more money injected into it. There are already threads about increasing house defence - perhaps one could be added for robber strategies? (Though, again, this is a game about learning through playing so I don't think such a thing is necessary).

#62 Main Forum » One week at the top » 2014-02-25 18:16:57

joshwithguitar
Replies: 18

Well, that's it folks,

Mr Curry finally decided to hang himself on Mr Garrison's doorstep after losing his connection to the Internet and deciding that life without the Internet for even 5 minutes was not worth living.

I had a surprisingly easy time up there. I think only storm had a decent attempt with tools and the only person who came close to my vault was ukuko remembering my dance from Price's house before I updated it.

There is certainly a lot less money floating around than back in Price's day and people have wised up a lot on how to build effective houses. I was finding it quite hard to make a profit out of robbing and many times would lose money in a robbery when I discovered that the wife actually held half the houses money and they didn't have that many tools. So I think my earlier idea that the reason brute forcing is too easy is because there was so much money floating around has turned out to be correct.

So, one question is: is it too easy to defend yourself now given the lack of money and tools floating around? Should bounties be brought back to $200? Or perhaps more?

Anyway, enjoy the sudden flood of paintings on the market. I'm tossing up whether I should reveal my house or give it another go sometime, given that it is still far from compromised (as long as ukuko or the hacker don't post an expose).

#63 Re: Main Forum » Curry suicide at my house?! » 2014-02-25 17:57:59

Well, that was really only a scouting attempt - I was stopped by your first electric door.

#64 Re: Main Forum » Curry suicide at my house?! » 2014-02-25 17:54:31

Some sort of notification during robbery when the connection is lost would be nice, anyway I had a pretty good run there.

#65 Re: Main Forum » Curry suicide at my house?! » 2014-02-25 17:52:56

Lost my connection sad. Didn't realise until I left and then it was too late.

#66 Re: Main Forum » Family » 2014-02-25 17:23:45

I have been robbing a number of houses from different price ranges for their paintings and I can tell you that many will be very glad to have had wives - with the amount of money that is currently in the game it is very possible to keep them alive and they can really help when you are robbed. A large number of players are now getting the hang of wife defence and are able to keep their wives alive up into the top houses. So I think the argument that "the wife is useless" and "the wife is too hard to defend" fall down flat. If you feel that the best thing to do is leaving your wife at the door to be killed then go ahead, but it is flying in the face of what most of the experienced players do or recommend.

Jabloko wrote:

I think we have them because it's meant to improve our gaming experience

Well, the point of the wife and kids is a bit more complicated than "improve your gaming experience" - they're there to put you in the position of being the protector of the home and family, to give you something to care about. The reason the wife is given some material value is to encourage this kind of behaviour, even amongst those who see it purely in terms of game mechanics. The hope is that even those players will eventually get attached to their wives and children and desire to protect them as an end in itself.


colorfusion:
I just tried out your design, it turns out the cat doesn't kill itself in time and the dog can be clubbed. Even if you make the cat kill itself properly you there is still a tricky way I have found to club the dog. But yes, the idea still stands that it is definitely possible for under a grand.

#67 Re: Main Forum » Don't worry Curry » 2014-02-25 16:34:03

Storm wrote:

you were wireless exploiting before. seems your house is much much weaker now.

Is this referring to my house? It was completed before the wireless exploit was discovered and I have never used it.

#68 Re: Main Forum » Is the server down or something? [House Login Failed] » 2014-02-25 04:52:06

I decided to go have a look to see what all the fuss was about - it turned out to be a pretty easy 32k overall and I ended up overdoing it on the tools. There were some clever little traps around for those who let the cats run amuck. I ended up just bashing straight through to the bottom right corner with 2 saws and a brick to get out of the dance hall I ended up in. After that it only really cost some more water to take out electric floors.

#69 Re: Main Forum » Is the server down or something? [House Login Failed] » 2014-02-25 01:46:03

Amatiel wrote:

INCREDIBLY poor instructions... bro

Perhaps Lite S is Mr Moorehead...

#70 Re: Main Forum » FAQ Page » 2014-02-25 01:43:01

Added:

Q. Jason, can you please remove permadeath from failed self tests? This would make the game so much better!

A. Jason has made it very clear a number of times that death during self tests is an important part of the game and will not be removed. The game is mean to be punishing - (see: "Why is the game so punishing?" below) - and the feeling of suspense during self tests and the crushing feeling of falling to your own traps are important parts of the experience of the game. Also, as you'll be subjecting many others to your deadly traps, it is only fair that falling to them yourself will have the same consequence.

jasonrohrer wrote:

it's a game about being CAREFUL around dangerous things (in part).

To prevent yourself from dying in your own houses there are a number of measures you can take:

- test your house replacing electric floors with red indicator lights, trapdoors and electric doors with green lights and pitbulls with chihuahuas. This way you can know if your traps are working as intended without risking your life. Make sure to exit out the front door rather than reaching the vault. Be aware that pet behaviour may be different as real traps may effect pets differently than lights.
- create back doors that let you escape if things go wrong and close them up before the final test. This lets you test out electric doors safely without having to replace them with lights allowing pet movement to be more accurate.
- don't make your house overly dangerous/difficult to self test. If you make a house that requires 20 unique magic dances don't be surprised if you get one wrong in and end up dead. Make sure you are very confident in the correct way to solve a house before you test with real traps.

#71 Re: Main Forum » [Suggestion]: Save Us From Ourselves: No Test-Run Permadeath! » 2014-02-25 01:41:59

ok I've added this to the FAQ - please feel free to suggest improvements:

Q. Jason, can you please remove permadeath from failed self tests? This would make the game so much better!

A. Jason has made it very clear a number of times that death during self tests is an important part of the game and will not be removed. The game is mean to be punishing - (see: "Why is the game so punishing?" below) - and the feeling of suspense during self tests and the crushing feeling of falling to your own traps are important parts of the experience of the game. Also, as you'll be subjecting many others to your deadly traps, it is only fair that falling to them yourself will have the same consequence.

jasonrohrer wrote:

it's a game about being CAREFUL around dangerous things (in part).

To prevent yourself from dying in your own houses there are a number of measures you can take:

- test your house replacing electric floors with red indicator lights, trapdoors and electric doors with green lights and pitbulls with chihuahuas. This way you can know if your traps are working as intended without risking your life. Make sure to exit out the front door rather than reaching the vault. Be aware that pet behaviour may be different as real traps may effect pets differently than lights.
- create back doors that let you escape if things go wrong and close them up before the final test. This lets you test out electric doors safely without having to replace them with lights allowing pet movement to be more accurate.
- don't make your house overly dangerous/difficult to self test. If you make a house that requires 20 unique magic dances don't be surprised if you get one wrong in and end up dead. Make sure you are very confident in the correct way to solve a house before you test with real traps.

#72 Re: Main Forum » [Suggestion]: Save Us From Ourselves: No Test-Run Permadeath! » 2014-02-24 22:44:06

This suggestion has come up so many times now that I feel negligent for not including it in the FAQ. I'll add something now, it would be helpful if people could remember or find a good quote from Jason on it.

I think the main point is that the game is supposed to be punishing. The feeling of suspense during self tests and the experience of dying to your own traps are really important aspects of what Jason wants you to feel with this game.

#73 Re: Main Forum » Is this true? » 2014-02-24 18:53:46

I can promise you that my house has not been robbed or broken since I completed it about a week ago. There are no dead animals in my house - he must have been confused and thought a pet that died while he was there was dead from the start.

#74 Re: Main Forum » How does this happen? » 2014-02-24 18:25:40

Well, technically the way things are resolved is a bit more complicated. Each cycle the the program checks to see if the state of the entire house is identical to a previous state (by comparing hashes). Now it runs through the entire loop again from the repeated state and sets each powered object to the lowest seen state, so if something has settled to "on" it will remain on but if at any time during the final loop it is "off" it will remain off. So, technically there is no difference between how "settled states" and "looping states" are resolved but because of the way it works any unsettled state will always be off, while those that settle to always being on will always be on during the final loop and so their lowest seen state will be "on". The final loop could simply be a settled state that repeats itself.

So, in answer to 4) a paradox circuit will continue to send pulses until the entire house repeats a state or reaches the upper limit of 32 cycles. It is easier to think of it as continuously sending a pulse every odd cycle.

JoyOfTrapping wrote:

Nice to meet you Josh, I've appreciated your posts.

Nice to meet you too, it's always good to see people interested in exploring electronics in the game.

#75 Re: Main Forum » How does this happen? » 2014-02-24 04:54:17

JoyOfTrapping wrote:
iceman wrote:

Ah, one of my favorite traps big_smile  Here's 2 versions that'll do that:

http://castledraft.com/editor/v9o7xb

Iceman, I have a question about this.  I'm not an electronics whiz yet but I'm at an intermediate level.  I think I basically understand cycles and settling.  I have gone through the sequences on other circuits and seen how they settle.  These have mostly made sense to me.  The paradox circuit though, I do not understand.

Here is my question, if I can try and articulate it correctly.  Does it not happen like this:

Cycle 1: Power flows from the power supply, through the switch, to the elec. floors, up through the wire, and stops at the top of the switch.  (ON)
Cycle 2: The switch is now tripped; circuit broken.  Power attempts to leave the power supply and is impeded at the switch.  Power does not reach floors, or top of switch.  (OFF)
Cycle 3: No power to top of switch last turn, so now switch is back to normal.  Power flows from power supply, through switch, to elec. floors, up wire, stops at top of switch like cycle 1.  (ON)

*** Is this not the point at which the electronics settle?  Doesn't it work such that if a state is repeated, the circuit settles in that state?  If so, we have a case of ON, a case of OFF, and then a case of ON.  This would mean that ON was the repeated state, not OFF.  Why then, does the circuit settle in the OFF position?  Please help me understand.

Or is there a "Cycle 0" I am not including in which there is no power in anything, thereby making OFF the repeated state?

When the system detects a loop that does not settle into a single state, like the paradox circuit which switches between on and off, the settled state is not taken from the last one computed but is rather the "lowest" state achieved during that loop. In these cases the lowest state always happens to be the unpowered state and so the circuit remains unpowered. An easy way to remember it is simply that unsettled electronics - those caught in a repeating loop that varies between "on" and "off" - always default to an off state.

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