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#51 Re: Main Forum » A proposal that needs feedback » 2013-08-14 03:22:49

Something we need to bear in mind is that by now, most magic dances are rather easy to solve again. Many can be figured out in a few tries, especially since owners tend to put in backdoors. I've seen mine figured out by people and I have figured out some of other people, at least partially, and that is a result of the need to have a strong enough dance one one hand but to not be too open to brute-forcing on the other (it's sweet if you can just cut through to the dancing doggies and take that corridor almost all the way to the safe). So with the dances, we already have a situation where people are trading different aspects (complexity vs wall thickness) which is brilliant - you either become too easy to crack with no tools or you become too vulnerable to people with a few of them. This is the way it should be - that one trades off and decides.

I have been thoroughly convinced of the aesthetics of cutting into the "dancing room", or electronics room, and exploring this part of the house. In V8 I hated those houses most where one could freely walk through an annoyingly complex set of electronics. They aren't interesting and (much more importantly) they look nothing like something somebody would call a house. More  like the insides of a computer.

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!

And it isn't entirely counter-intuitive. One can only wire so many 50.000 V electric floors with 5 bucks cables.....

#52 Re: Main Forum » Random thread on preferred paintings » 2013-08-11 18:20:05

Haha, that's sweet. big_smile First thing I did was check if the paintings got back into auction. (In most cases they will since few people actually rob to keep with functioning houses...) I'll improve upon the house tomorrow (fingers crossed for self-test), since there is now somebody who knows how to reach the safe. Then again, if I die I can build a better house, so it's fine either way. wink

And yeah, I like the title of "protect me from what I want", but I don't find it that aesthetically pleasing.

#53 Re: Main Forum » Suggestions to make it easier on beginners » 2013-08-11 18:16:33

Advanced strategies:

One good way of getting started is to use one's 2k lives on all existent houses above 5k until chills forbid with the aim of getting past the security protocol. Not all of them are hard. I have seen the dances to my house figured out. (Since there have been a few attempts, I assume that it was an honest trial and error attempt and not a form of cheating.)

Getting another 5 or more k to get started isn't something to be sneered at.

An important advanced hint is to take psychology into account. If a house LOOKS like it's well defended (and withstands the simplest of attacks), it might stand for quite a while since people assume it will be more difficult than it is.

It also helps to have one's first part of defense strategies (or even entire house) mapped out up front, in the castlefortify sandbox (one can use one's starting cash to simulate how stuff will work in lieu of a dedicated sandbox mode before starting real building, I need that especially for electronics that rely on limbo-state-switches and the likes.) I used to pre-map entire houses, but the game has changed so that it's not all that likely to get to a full house quickly so I enjoy starting with some little trap or experiment and building upon that as and if things move along from there.

#54 Re: Main Forum » Can I at least put a door in order to protect my family? » 2013-08-10 04:29:28

dalleck wrote:
jasonrohrer wrote:

Yeah, I don't know if you guys saw the three-day-long twitter storm about this game on Wed, Thur, Fri of this past week....  but yeah, luring wives with love potions.... Twitter would have a collective stroke over that.  Anyway...

I'm not totally happy with the limited palette that is available for protecting the family, but I do really like how protecting them is necessarily "different" from protecting the vault.  I don't want them to just feel like another vault.  So, I'm pretty sure the rule about them not being willing to cross anything will stay.  So... maybe some other kind of pet with interesting behavior....  but I'm having trouble thinking of what.

What, a pet to protect your family that isn't a pit bull?  Hmm..  a gorilla?  What about a poodle?
What sort of behaviour are we talking about?

And what about a door that the robber and family can pass through, but not pets?  Like a sliding door that you close behind you?


edit: And I am sad for no potions.  Where will I find love now?

I think we  all know what the new animal should be - an Oddjob. He is activated like any dog and can throw his hat as far as one can throw a brick. His weakness is that he dies if his hat lands on an electric floor. If he steps onto a burglar, he will encase him in gold and you now have a lovely statue to be displayed anywhere in the house.

#55 Re: Main Forum » Thread on current game issues and possible solutions » 2013-08-10 03:30:38

I think this has been changed. I think at least tools in the safe are now shown at resale  value. Might be wrong though.

#56 Re: News » On Self Defense » 2013-08-09 15:27:41

I'm just realising that the whole difference in perspective between Germany and the US might be deeply philosophical.

For me, what makes guns special (and incomparable to cars) is that they are meant and designed to kill. That is their prime function, while cars, knives in general etc. have other prime functions that are non-harmful by design (transportation, cooking etc.) and to me that makes all the difference.

This way of thinking fits neatly with Kantian / enlightenment ethics of intention. This is still probably the most important general undercurrent in the thinking of most people I know. Of course, the Anglophone sphere has had very different philosophical forefathers, past and more recent. The difference between ethics of intention and pragmatism or utilitarianism would neatly explain the difference in views on guns.

I don't expect that's interesting to anybody here, but it was a small realisation for me, so here we go. smile

#57 Re: Main Forum » Suggestion: Disposable RC Testing Robot » 2013-08-09 15:16:32

Yeah, I think it takes quite some time to start to like how permadeath works in this game. Coming from other games it feels like the ultimate desaster, whereas in this game it's annoying, tense, tricky, yes, but ultimately enjoyable.

Probably there's just no real "natural" player-base for the game. It's either people coming from platformers or from builders I assume. This mixture of both is a very unique thing, especially combined with permadeath, so one needs to get used to this game itself I guess and embrace the different ways of playing it and so forth.

#58 Re: Main Forum » Technical suggestion - pick up on session upon accidental logout » 2013-08-09 14:44:37

No worries!

Well, there have also been quite a few cases of crashes through something else than the game (I'm not the only one who had the win 8 fullscreen crash issue), so in that case it would be brilliant for the game to remember what was the case.

"Please kill yourself before logging out" is actually a brilliant message I would like to see. big_smile

#59 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-09 08:17:40

big_smile neat!

But it's one of those things people don't realise, how easy it tends to be to cut through a magic dance house since there'll have to be passages for the dogs. Usually, it'll be about 10-15k max I guess cutting through the workings, especially since most houses are alike now. I honestly expect that once that knowledge spreads around, some of the monoculture will change.

#60 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-09 01:59:20

joshwithguitar wrote:

So you're Castro, Bey Bey? I guess I must be Mr Desai. I didn't end up getting any of your tools.

I see you don't have the paintings any more - did you set up your safe like you said you would and let some suicidal steal them (who has since died)? If so, $32684 is a lot to spend for $1133 thousand dollars from my vault and releasing the paintings into the wild tongue. I'm surprised given the amount you had to spend on tools you didn't just steal the paintings off Callahan - it only took me around $16k to get him in the end. Sorry about all the ugly paintings, in an earlier life I decided to make paintings valuable things by buying out all of the cheap ones (some were about $4). Callahan then sacked me, and so I got them all back again. It looks like my plan worked - there are now only 4 paintings < $5000.

Interestingly, before I got Callahan, Montoya attacked my house with an extremely similarly priced set of tools. ($32384). After reaching both my vault and wife (and not shooting her) he left through my front door. Maybe he thought I'd get the leftover tools? With that kind of money why not attack Callahan? My house was a bit of a façade back then as I was saving up for tools.

Indeed!! I was going to go for Callahan, I was just building up tools since his house looked like it might take something along the lines of 30k in tools (you never know what you'll need after all, and once you've been three ladders short to a safe, you end up to rather bring 30k to be safe than waste 20k...). But just as I wanted to go, the painting had made their way to you. Since the tools were already bought, and since I wanted to release the paintings into the wild, that was worth it. 

Yeah, I put the safe next to the door and used an account I bought for a friend (who isn't really using it sadly) to do the Robin Hood since I didn't really want some other well defended house owner to just take them and for the hoarding thing to start over.

That thing with Montoya is odd. Still, the funniest  possibility might be that he was going to enter another house and clicked on yours by mistake. It does happen, and it's hilarious when done with too many tools.

#61 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-08 13:30:06

Yeah, that was about v12 or 13 that this changed. Sucks, I could have beaten that house beyond repair but thought "why bother, I got what I wanted, I'll just come back for my tools and leave it very easy to repair".

#62 Re: Main Forum » The Place to Post Your Break-ins » 2013-08-08 10:28:23

Finally, I have my paintings back. Paired with lots and lots of ugly shite, but still.... I WISH there was a way to throw paintings to the curb somehow.

Maybe I'll just put my safe next to the door for a minute for some Robin Hood to find and liberate all the paintings. I don't want to monopolise 2 thirds of all the paintings in my house, that sucks.

Also, stupid enough to forget that one can't come back for the rest of the tools any longer. Only needed about a third of what I brought, shame that all went to waste. Lucky Mr Desai...

#63 Re: Main Forum » My first evening in Castle Doctrine in a nutshell » 2013-08-07 15:28:33

That thing kind of looks like the cat skeedaddleing up top will do it, so you'll have to dance back and forth somewhere down there a few times until the exact step when the cat breaks the circuit to the powered floor. Looks like that.

More interestingly, cutting to the safe is possible for 3.5k, which isn't a lot considering the house cost ten times that.

#64 Re: Main Forum » My first evening in Castle Doctrine in a nutshell » 2013-08-07 08:23:27

It's a rough neighborhood at the moment, that's for sure. And I think everybody can feel with the people being really frustrated as newcomers to the game right now. Even with lots of experience, it's quite tough to get started at the moment.

Still, I imagine Jason is not all that unhappy with the feeling of "Jesus this is a horrible neighbourhood I have moved to". It's part of the mentality of the game that it's rough and frustrating at times, even terrifying. Balance is of course the key here and right now it's leaning towards the harsh side.

Just a little something to get you started: http://thecastledoctrine.net/forums/vie … 3343#p3343
Many houses work like this at the moment, starting from somethign rudimentary and quickly building lots of security stuff around it, adding new stages etc.

Make the cat corridor longer and you have to do a few steps back and forth until you can cross it etc. The same techniques are used for patterns of trapdoors and electric floors, where the dog keeps the power up and a cat breaks it for one or two steps so you can cross the electric floors. Nothing much to do there but try and try again if you have died anyways, most of those patterns are forced to be fairly easy because of space restrictions etc.

And most importantly: Don't get sucked into a feeling of security. Houses can be broken, you'll break some, some will break yours. But in the meantime you might end up having lots of interesting Tapes of players taking a wrong step in your maze and getting mauled, fried or trapdoored. That's always worth a chuckle. wink

#65 Re: Main Forum » Not enough players » 2013-08-07 08:01:09

The whole tutorial issue etc. is true - you are thrown into the deep end with this game. (This is also partly by design, but it's a tough time in the game to get started since there are mostly experienced players active right now.) Then again, as I said, it is in Alpha state so lots of things change (sometimes dramatically) as the things that players do evolve.

Different versions of all the issues you describe have been around at some point during the time I played the game and most changes happened to prevent serious exploits etc. If you feel like lots of reading, it's all been discussed in the forums. Or you can just check the release notes / news section here, I think they have explanations why changes were made. (When I started the game, animals behaved completely differently, you could only carry 8 tools max that were a tenth of the current price, there was no "bust safe", lots of other stuff wasn't around.) So there has been a lot of history behind many changes.

As a general note: This game is not necessarily meant to be a "standard" have-fun-type game. It aims to give more weight to what people do and emphasise this, so the balance between defence and offence is a more delicate one. The main point is that, essentially, all people are vulnerable in this game, and random aggression occurring is frustrating but somehow part of this whole concept. So even the current top dog will be haunted by the knowledge that people are aiming to get him. A broke restarting player might figure out his wirings and take all. Another rich player might devastate his house by cutting straight through it. It can all end quickly, and every house gets broken in the end, often irreparably. This is why people are bricking themselves in, anxiously checking and fortifying to guard against the inevitable. The game forces you to come to terms with the ultimate futility of and threat to all you do in it and if you can embrace that, it's also more fun as a game again, more in terms of how far you can go. If you die and start over or get crushed during the early beginnings, if you fall during midgame or if you reach the "end-game" with a heavily guarded house and start going after other big time players in pre-emptive self-defense.

This is not for everybody, but it can be quite something.

#66 Re: Main Forum » Not enough players » 2013-08-07 03:17:55

The starting cash v robbing cash issue has been discussed a lot.

I think it is still there the way it is because it creates a sense of urgency and vulnerability / the option to vulnerate others. Say you are frustrated because your best efforts have been destroyed by somebody with the 2k starting cash for no reason. So you put those 2k into tools yourself and try to pass on the destruction onto some others, who cares if they're innocent or not?! Just go for them!!

These kinds of psychology are MEANT to occur in the game. And it is a game about violation, after all, in a very real sense.

You can go for safety, but there is no "safe early building phase" as in AOE. It's always Shark Week in the Castle Doctrine.

#67 Re: Main Forum » Not enough players » 2013-08-07 03:12:54

AGO wrote:

There are not enough players to make this game even playable. With such low starting money it is impossible to make a house that someone can't simply brute there way into. This game is not new player friendly in any way. I spent $8 and I am sort of regretting it.

I got the basics down on how to start a house but if I leave it for more then a few hours is is simply ransacked and my wife is raped. $2000 is not enough to do crap with.

At most I have around 5-8 houses to try and rob. With most of them being impossible to rob. There is a few houses which have no possible way for the family to escape.

Seems this game is to easy to exploit which is shutting out the new players and is going to just make this game go belly up. The novelty has already worn off with being able to get past a starting house.

That's a shame you feel you wasted your money. To be fair, this game is in Alpha and it has had its ups and downs since it is that. At the moment, it is more viable than it had been for a while before v15. Yet you are right, right now there are almost only magic dance houses and few else, a limited ecosystem as such. Usually, after a certain point, things should diversify again but at current balancing pits/dance/trapdoors are the strongest defensive option hence the monoculture.

You can get there from starting cash alone, but if you don't want to nobody can blame you. It takes a good plan from the start, and a bit of persistence. Or just persistence. I have one of the higher up houses that started as one single element (a chasing trap) and has grown to about 60k worth of defense.

You basically have two strategies for beginning: Either you build something (like the starting layout Dalleck suggested in another thread) and then look after it for a bit, putting the incoming cash into thicker walls etc. every hour or so. OR (which is better), you try and crack a house with over 5k in it by robbing lots of houses lots of times over until you find a handle on one. That gives you enough cash to start with something relatively safe.

#68 Re: News » On Self Defense » 2013-08-06 13:10:46

Wow man.

Being German and not believing in guns-for-all, I have had some close encounters with dogs (though NOTHING of your kind except for one narrow escape on a farm abroad), and those were the only cases that made me seriously consider a defensive weapon, especially when imagining I might have children with me. Then again, in the community you describe, I guess shooting a dog might get you shot by the owner. Crazy places...

I, too, would consider myself a pacifist, in that I think war and fighting are pointless , and in that I believe there is no such thing as a "military success" etcetera. Yet I have reached a position where I'd say that all kinds of aggression for motives of power etc. is wrong, but this conviction itself entails having to defend against just this kind of aggression. This may mean standing one's ground when inevitable, it may even extend to the defence of nations.

It is somewhat bleak since it's kind of a nuclear-stalemate-is-a-good-thing world-view, but at least in personal life it seems like that if all people are meek, the dicks take over. And considering Chamberlain vs. our not-so-recent national history this might be true even in global politics.

But on a general note: some people are being silly and lots of video games get pointless criticism. My favourite story is that if I'm not mistaken, AOE II was meant to include dolphins that could be fished but they were taken out after Alpha because people might object to dolphin fishing. This from a game where the first strategic move is to kill the other player's villagers, men and women, just to destroy his economy. In that sense, I hope you can keep your head above the clouds of silly that abound on the internet and elsewhere.

#69 Re: Main Forum » Random thread on preferred paintings » 2013-08-05 03:44:51

azaghal wrote:
bey bey wrote:

Aaaanyways, since I just embarked on the journey towards a Phd I guess I'll get to know a lot more games over the years to come.

I'm right with you bey bey smile What is your field? (Mine's physics.)

But back to the topic of the OP, I tried once to theme my paintings. There was a Bebe named Counterpoint, so I paired it with another titled something to do with music to kind of get a theme going. Unfortunately my vault was shortly thereafter raided, so the theme didn't last long.

Ahhh the glamorous world of physics. Have any busty blond waitresses moved in next door already? A little less particle acceleration, a little more action please! smile

Mine's theology / philosophy.

#70 Re: Main Forum » Random thread on preferred paintings » 2013-08-05 03:29:00

jere wrote:

Yea, that is interesting. I usually have runs where I stick to one style or the other. I loved redstone in Minecraft (if you haven't played it, you would really like it bey bey) and so I love electronics in TCD. Building is really fun. You have grand visions, but you have to cut corners until you can get enough cash. Wires are always cheap though.

I used to put a lot more time into robbing, often just to suicide and throw away the money. Seems harder to rob these days. I'm not sure if players are wising up or if the "hide the wife, hide the kids, leave the safe in the open" strategy is bank rolling better houses.

Yeah, there are a lot of uninteresting houses and for the less well defended ones, there's usually too many experienced players in "robbery mode" for them to stay around for a longer period of time I guess. Natural selection leaves us with all trapdoor-dance-houses. wink

#71 Re: Main Forum » Random thread on preferred paintings » 2013-08-04 18:37:08

I'll put I cigar that's been rolled between the thighs of a plump 45-year-old woman into the safe especially for you, my friend. Also, I'll embargo (is that a verb?) all grinning paintings.

But on a serious note: It's funny how this game unites different playing styles. From the games you suggested, I would assume you came to the game from the robbery side of things, while I got into it on the house defender angle.

#72 Re: Main Forum » Random thread on preferred paintings » 2013-08-04 18:24:22

jere wrote:

Yard sale!

I'll give you $3 for it.

I can see it now: people purchasing famous $100k paintings for nothing. Others convincing you to part with all your broken electronics.

I'll give you three dollars if YOU take it. And my broken pitbull. It's nearly mint condition except for one bullet hole. Must pick it up yourself, behind the three powered doors inside the Castro residence.

#73 Re: Main Forum » Random thread on preferred paintings » 2013-08-04 18:18:32

Ludicrosity wrote:
bey bey wrote:

Also, while some of them are great, some of them are utterly unpretty. I recall a situation where I burgled somebody who had hoarded those hideous grinny faces and I was stuck with one of them always popping up in fourth place (I don't get how it works with that spot...) and I was somewhat relieved when I finally died and that thing was gone.

Haha, I definitely agree that some of the paintings are downright ugly. Of course, which ones fit that bill depends on who you ask I suppose. I too particularly dislike the grinning faces, yet a lot of people seem to buy them so they must be liked by some. This is why I wish you could sell paintings (maybe by putting them back up for auction) or even just get rid of unwanted ones without any monetary gain.

Yup. I'd probably have paid quite a lot to get rid of them. It might be fun to be able to put them into your backpack and "bestow" them onto somebody else. big_smile

#74 Re: Main Forum » Random thread on preferred paintings » 2013-08-04 18:17:17

Haha, well, what can I say... My video games career started with a NES but it has been spotty. There have been times where I haven't played for years, and then I played excessively again. But since I was always either into city builders (Caesar, Zeus, AOE, ...) or 1st person shooters there weren't much Indie things around if you don't count Mods. TCD ties into the city builder aspect of things I guess. Fez and Spelunky I heard of, but I'm not that much into things that sound platformish. Hotline Miami I read about as well, but it seemed stressful. I'm not into stressful. Googleing the games you mentioned I realise that I heard of almost all of them but (for various reasons) decided against each of them. It's probably really the "stressful" aspect. I dislike most things that rely on doing something quickly and the right way. If I want that, I'll just go for something sporty outdoors. With a game, I prefer turn-based or slow any day. Gives you time to think.

I did go for a bit of Unmechanical. And I do like Adventures, so the Deponia franchise or Blackwell or anything by Wadjeteye for that matter might count as Indie (Primordia was brilliant, Gemini Rue was solid as well, Resonance not so much imho...).

Aaaanyways, since I just embarked on the journey towards a Phd I guess I'll get to know a lot more games over the years to come.

#75 Re: Main Forum » Random thread on preferred paintings » 2013-08-04 17:40:00

Interesting take on things - and three paintings I don't fancy myself. I like the story aspect (I like a sequence of Zeppelin, Ocean wave, twirl + a fourth one that never quite fits). I think, in v8, I had a house that used some skulls in the layout and at that point I went after skull paintings (I think there are three of them) but apart from that... Interesting! I never recognised any Indie game developers, but then again this is probably the only Indie game I ever played for a longer period of time so no surprises there.

Also, while some of them are great, some of them are utterly unpretty. I recall a situation where I burgled somebody who had hoarded those hideous grinny faces and I was stuck with one of them always popping up in fourth place (I don't get how it works with that spot...) and I was somewhat relieved when I finally died and that thing was gone.

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