The Castle Doctrine Forums

Discuss the massively-multiplayer home defense game.

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#51 Re: Main Forum » Destroying houses for fun? » 2014-02-16 05:08:17

crousti wrote:

Maybe this has been suggested before, but i think it would it be a good thing to add the tools in the safe only when the player returns to his house. Or 24/48h after his last connection. I can't see a way to abuse this.

There was a similar idea earlier about not having your house value update until you logged back in.  I believe the issue was that it would allow players to stay offline to accumulate wealth, and then come back on and make a run at the top houses.

#52 Re: Main Forum » What is this one person doing??? » 2014-02-16 04:33:53

How long has this been going on?  It could be a script to try to lock you out... looks like he may have done a legit scout part way through the tapes in that first picture.

#53 Re: Main Forum » Being able to recover most my money upon death » 2014-02-12 06:52:18

largestherb wrote:

are we blurring some lines here? what is really different between a single person with two accounts, and two people in cahoots with one each?

limits per IP wont work. it is just incredibly easy to join another wifi network or fire up a proxy and have a different IP, bypassing the whole thing. also this punishes genuine players who live together, or share an IP for whatever reason.

Yeah, it's really the same issue however it's done... Maybe just slightly more accessible to the multi-accounters.

For the reported issue in the thread... the most fair thing might be to kick someone out of a house they are robbing when the user dies (with their tools), if they can no longer get the safe contents.

IP limitations seems workable... how about if you just can't see/enter houses on the same IP as you? People with the know how can work around this, but it should stop some of the multi-account abuse without any drastic impact to other users.  Identifying 'real' end users isn't a perfectly solvable problem... if you can come up with a solution, patient it and go sell it to Google, Blizzard or the NSA.

#54 Re: Main Forum » Being able to recover most my money upon death » 2014-02-11 16:37:29

I think it's the force ignore they are referring to (lockout after you successfully rob someone's house).

joshwithguitar wrote:

Hmm, it seems though that if you only die rarely having an extra account in your house as insurance in the case of death could still be pretty effective. And because the force ignore works in only for the life in which you are doing the robbing this won't stop you using your first account to provide safety for your second after it has just saved all of your paintings. So, overall you could protect yourself from 2 deaths over a 24 hour period, which for a careful player would generally be all they need.

As Joshwithguitar said, a careful player (who has already generated a sum worth saving) should be able to play it safe for a day or two after they wait for their safety net to recharge.  You'd probably need a bit of time to rebuild your house anyway.

And not to forget the original post, if you have a few buddies who play you can always have one of them sit in your house.

#55 Re: Main Forum » Any guide how to make a magic dance tramp? » 2014-02-10 09:22:49

Now... you said magic dance tramp... and I'm not gonna laugh...

Simple dance traps start with a dog on the other side of a window and two parallel hallways... after the dog spots you it will move up and down the hallway, flipping various things.  Having several toggle switches, starting in various off/on positions means that as the player walks down the hall they may have to step back and forward a few times to get the toggle to the right position or something bad happens.

#56 Re: Main Forum » Being able to recover most my money upon death » 2014-02-09 14:08:29

jere wrote:

Dual accounts give you such a ridiculous advantage in so many ways. You can scout and rob risk free, you can lock others out of your main, apparently you can save all of your main account's money. I don't have a problem with it if the two are treated separately but anything else... ugh.

So, this is just another (major) advantage available to multi-account users.  Is it really intended for players to be able to purchase such an advantage over people who just buy the game once?

#57 Re: Main Forum » Being able to recover most my money upon death » 2014-02-09 06:55:30

Wow, so a multi-account player can basically cheat death by letting their alt sit in their house while they rob?

That doesn't seem right...

#58 Re: Main Forum » Wall thickness » 2014-02-09 06:16:50

iceman wrote:

putting a dog somewhere

Of all the traps I think dog-in-the-wall is one of the more satisfying ones. 

"Yeah, that's right Mr. Robber... I knew you were going to saw there"

#59 Re: Main Forum » [Suggestion] delay updating listed house value » 2014-02-08 12:48:41

Hey OP - I also deal with long in-active periods (sleep, work, dinner, game-time, repeat) and I'd agree it presents challenges in the early game. smile

It helps to start getting ready for your offline period before you actually log off. Do you final defense update (maybe make a scary looking commit gate right at the start) and let it sit for a bit. Don't spend any of the cash, just go scout your neighbors houses.  Right before you log off dump any cash you've accumulated.  The accumulated kill count will help discourage some of suiciders and the lowered value should give you a barrier to when the serious robbers start hitting you.

You can also go passive, I know this board hates combo locks, but they're pretty cheap to build and if you put one of these up front with nice thick walls, and no nearby hazards then only the most determined suicider is going to leave any bounties.  If your value is low enough it's not likely anyone is going to saw through the walls of a sub 2k house to peek your combination.  You can tear down the combo lock later, and let people into your real death-trap of a house when you're ready to play.

... all that said,  I wouldn't mind seeing some tweaks to income growth spikes, but I think the delayed value updates takes it a bit too far... it incentivizes people to stay offline, instead of just softening income spike/growth.

#60 Re: Main Forum » Bruteforcing too easy, a proposal » 2014-02-06 06:24:00

jere wrote:

So I believe this more than ever. I've been working on making a tutorial video, in which I wanted to start from nothing and climb to the top to show it can be done. Well, I did. I think I had the top house for about a day.

This would be fun to watch - when is it going up?

#61 Re: Main Forum » [Suggestion] for making House List easier to navigate. » 2014-02-05 15:56:00

Yes plaz.

An option to hide chilled houses would be nice too.

#62 Re: Main Forum » This must be a clock level? (Game death no longer your fault) » 2014-02-04 10:47:33

In this case, couldn't you just dance back and forth on those first two tiles to try to figure out the clock cycle?

#63 Re: Main Forum » 50 dollar bounty? » 2014-02-04 10:27:41

The $50 bounty is great for keeping your house value from ballooning out of control during inactivity.

It's not so great when you're building from scratch... I was starting over yesterday  and getting enough funds to construct a build that would last overnight was really a matter of luck.  The $50 dollar bumps are constant, but not enough for any significant improvements.  I got lucky when a few robbers with a decent tool loadouts died.  I say lucky because my house was pretty low value, and their margin for a perfect run would have been narrow... or maybe even non-existent.

It would be nice if there was some way to allow you to get a steadier income during those initial stages, where you are probably logged in, without letting your income balloon due to suicides when logged off. 

Maybe if you got a small cash bonus for your first 10 house kills, which drops off once the kill count goes higher.

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