The Castle Doctrine Forums

Discuss the massively-multiplayer home defense game.

You are not logged in.

#51 Re: Main Forum » state info text on blueprints » 2013-05-29 17:24:52

jasonrohrer wrote:

You could also imagine someone rebuilding AROUND some cut wall from an earlier robbery to use it in a misleading way.

Yes that's what we were talking about. We were not referring to collaboration. That could be seen as a form of cheating. I am not sure. But that's definitely something to watch out for, because it might trivialize the whole "broken" map thing.

jasonrohrer wrote:

Pulling that off would involve quite a lot of cleverness and luck, of course (counting on some robber to cut some wall).

It's not hard to pull off and I don't think luck has much to do with it (maybe a little). Robbers will try to exploit a weakness in your defense thinking they are smart, while you actually put the weakness there in the first place.

Basically what bey bey posted, but let me expand on it. You need to make an annoying-to-solve design, add a few weak spots to it and protect your family well. If done right, most robbers will spot the weakness and would probably rather exploit it than figure out an annoying-to-solve design. After something gets broken you build around that (just one broken thing is already enough).

jasonrohrer wrote:

My only concern is that it still leaves the game open to one last kind of "cheating":  by modding the client to show the actual map instead of the blueprints...

Cheating will always be around. Sadly that's not the last kind of cheating. Even if the blueprints show the full initial state, cheaters can still get the "current" state after every step, cheaters can also remove the fog, cheaters can downscale the map so they see the whole house at all times, cheaters can also test solutions safely and they can do all sorts of things that I can't even think of at the moment.

As long as legitimate players don't feel too restricted by the game, it should be fine.

Updated tooltips for broken objects is a good start. Maybe thematically broken objects could be marked with a X scribble (an extra sprite) overlying broken objects. It could look like someone used a pen to mark the broken object (just mark, then you can hover over it to get the actual state from the tooltip). Thematically you probably didn't get the map from the house owner anyway... more likely from a thieves guild or another thief so it wouldn't be strange that broken objects are marked.

#52 Re: Main Forum » state info text on blueprints » 2013-05-28 13:52:45

zed wrote:

For now - apologies for having broadcast what should have been hidden information about your house, Matrix.

Nah no worries lol. I just left it there to confuse others. If you think about it, if the power source is working those chihuahuas can't be alive anyway - or - if they are alive there is no power in my house anymore wink

zed wrote:

Also - that was the trickiest house I've seen so far, the first to actually pose a real challenge. After failing to get my head around it on paper, I actually made a mock-up of the critical elements in my own house, and experimented with various techniques until I finally hit upon the right combination of moves.

Now this is really interesting... that's exactly how I would do it wink The current design is weak against full visibility, which you pretty much achieved by mocking it inside your own house. I knew exactly that if someone does that or if someone has a modded client with no fog it will get breached fast. But that's ok, it gives me more motivation to improve it.

zed wrote:

I won't do it again, just to give other players a chance!

Nah don't worry, you can go for it. I need to start from scratch anyway, since I plan to protect the family on the next try.

zed wrote:

Ah. Hmm. That may make some sense thematically, but I fear it's only a matter of time before people figure out how to use it to start making bitlocks again - with the hidden information now being which (say) chihuahuas are fried. I can imagine setting something like that up without too much difficulty.

This!

It's pretty much the new way of doing guessing games (= combo locks). Of course it's harder to pull off than it was in v5, but it's potentially more powerful and more rewarding, because you can trick people into death when they are sure (based on the map) that they are playing it safe. The design decision to not show the damage status of tiles basically moved the uncertainty from "invisible" in v5 to "unreliable" in v6.

It's still early to tell how this will affect the metagame, because at the moment players are still not (ab)using this trick, but given enough time I think we will see more of it. The idea is interesting though, because it gives you a reason to develop your house further after a robbery (I actually like this part of it). The house becomes stronger (because of misleading info) if you rebuild instead of restarting. And now that the family can be protected (with the right design choices) rebuilding is actually a viable strategy.

#53 Re: Main Forum » state info text on blueprints » 2013-05-27 22:32:18

Also that's my house, you thief!

How come you can't rob it again? tongue

Anyway, I need to rethink the design to include family protection. This one was made soon after reset when there was still only $2000 starting credit, however it held for like 100 tries 60+ deaths before it was breached. And now it's still going strong...

#54 Re: Main Forum » state info text on blueprints » 2013-05-27 22:26:15

jasonrohrer wrote:

You see the current state of the house (like where dogs are, etc.), but you don't see whether things in the house are modified or not (like, you can't tell the difference between living and dead dogs on the map).  This is partly for simplicity of implementation (so I don't have to make blueprint versions of each and every thing in the game, fried pitbull, crippled pitbull, etc.), and partly for thematic reasons (because a dead dog wouldn't be in the blueprints).  So, a cut-through wall just looks like a normal wall in the blueprint (thematically, damaged stuff is not shown in blueprints).

Source: link

#55 Re: Main Forum » CastleFortify: Save and share your designs » 2013-05-26 02:47:54

Awesome additions.

Of course #1 and #2 are awesome, but I really like #3 big_smile

I spotted a caching issue... I had to manually force a redownload of the new javascript code to get most of the new functionality. I guess just changing the fortifiy.js?v=1 to fortifiy.js?v=2 should do the trick.

EDIT: I made the change and sent a pull request on github.

#56 Re: Main Forum » v6 released, and Full world reset happened » 2013-05-25 14:04:30

Well... the amount of power that the robber has is determined by your house design. Yes, every house design can be solved, but that doesn't mean that all players will be able to solve it.

Another thing to keep in mind is that you can make your house in such a way, so that it can only be robbed once between your login/rob sessions (I am not sure if the timeout exploit is fixed already but let's assume no exploiting). You can also make house designs where tools are useless (it's a bit hard to do this with the whole family alive, but once gone it's quite easy to pull off).

Sooner or later people will realize that there are some ways to make houses mechanically too annoying to rob for most other players out there to even bother trying. Let alone figuring it out and pulling it off.

So I guess given some time you will see more and more houses pop up with this type of defense in place. Of course those players who will figure them out will probably just make similar designs if they prove effective. The hard part is coming up with this kind of design, building it ingame and not dying during the confirmation run.

#57 Re: Main Forum » v6 released, and Full world reset happened » 2013-05-25 13:58:42

steakbbq wrote:

Interesting how exactly do you protect the wife and children? I did notice that you cant block them still.

You can't block them with walls and traps but you can "block" them with pitbulls, chihuahuas and cats.

So you know a corridor maze with animals in the corridor, maybe with powered doors at the side that open and close to affect the amount of animals that have access to the said corridor etc. There are many possibilities.

And since in v6 the family won't actually move until the robber gets close to them, you might not even need "corridors" to protect them.

#58 Re: Main Forum » Family psychology » 2013-05-18 08:24:58

bey bey wrote:

Oh, I got an idea: How about adding a kidnapping element! Killing the wife gets you nothing, but you can kidnap her and ask for ransom (half the vault). The owner decides what to do and the killer decides to kill her or let her go. (Would work with kids as well.) Holding her could drain the holders funds because he has to feed her etc. until the house owner logs on and makes his choice.

Apart from that, yeah, the benefit of the wife (fund increase) is not well balanced with the trouble she represents to the house owner.

I would love some game mechanics in that direction.

Also the husband would be able to rescue his wife for free if he manages to break into the kidnapper's house.

#59 Re: Main Forum » CastleFortify: Save and share your designs » 2013-05-18 08:21:50

segarch wrote:

BTW - I rewrote the the readme to include a section on contributing. (https://github.com/SethArchambault/CastleFortify)  For changes like this, it's really easy to contribute directly, just click the edit button on the file you want to change (in this case index.php), and then save.  Easy as wikipedia!

Good to know!

#60 Re: Main Forum » CastleFortify: Save and share your designs » 2013-05-18 08:15:40

segarch wrote:

Sweet! Thanks for doing the legwork on this one!  I'll test it out and get it up soon.

It's live! big_smile

EDIT: I have also been experimenting with greenish colors and lower opacity (like 0.25 - 0.3). Check it out and tell me what you think visibility-wise.

#61 Re: Main Forum » Joseph Alfred Mertens » 2013-05-18 08:09:46

realitysconcierge wrote:

My word that is difficult to solve even with the map o.o

Yeah that one is impossible to solve even with the map wink

#62 Re: Main Forum » CastleFortify: Save and share your designs » 2013-05-18 02:43:31

segarch wrote:
Dinnanid wrote:

I think that you should make the grey section tile or whatever you call it partially transparent so you can still see what tile you are over.

Yeah that would definitely be a valuable addition.. At some point I'm going to have to redo the whole display process.  Since I'm using basic html Div tags instead of html5 console, I'm very limited on how to display elements.  As things progress, we'll get there.

You can still do this with a really small change to your style definitions. Works on all decent browsers... so yeah that might exclude IE 7/8, but since your page is written with modern browsers in mind, I don't think that's an issue at all wink

Change this rule

.square:hover {
    background: #333;
}

to (don't forget the :after part)

.square:hover:after {
    background: #333;     
    opacity: 0.7;          // <-- tweak the opacity value to your liking
    content: "";
    display: block;
    height: 28px;
    width: 28px;
}

A solution that works in all browsers would require you to clutter the HTML markup with extra empty divs inside every div.square and then applying a similar CSS rule (without the :after and content: "" part) to those empty divs.

#63 Re: Main Forum » More thoughts on too-hard houses » 2013-05-07 14:29:05

jearr wrote:

Reduce the "follow" distance of dogs to 7 or less.  This ensures that the logic behind a magic dance is accessible to a tool user.

I like this.

7 or less won't solve the issue. It would have to be 6 (or even 5) or less. But that limits animals too much, imo. And with maps you don't actually need that restriction.

#64 Re: Main Forum » More thoughts on too-hard houses » 2013-04-20 09:10:18

Or, once maps get introduced, make a change so that the initial $2000 money can't be used to buy tools. After the first successful house test reset any unspent money to something like $100-200. That amount can then be spent to buy tools.

Maybe change the income to only deposit into the vault when the player actually logs into the game, so that abandoned houses don't auto generate money anymore.
With that change in place the "money while offline" rate could be increased to compensate and still keep a good rate of money coming into the game.

All these together should prevent $2000 house farming and abandoned (no risk) house farming, while still keeping a set rate of money coming into the game from active players through log-ins. The rate could always be tweaked server-side based on the amount of active players.

#65 Re: Main Forum » CastleFortify: Save and share your designs » 2013-04-19 13:01:42

An experienced thief would be able to rob this house without any risk by only investing $400 into tools but only need to use $42 worth of tools on average.


An experienced thief would be able to tell that this house is not in a post-breach broken state, due to the Electric Floor position, which is only possible with no family left. Then, given this info, he could tell that entering into the house (in a normal way, with 2 moves right) is safe. He would also be able to tell that the Electric Grid is probably used as an anti-escape mechanism.

With this info, an experienced, but cautious thief, would go get the right tools for the job. For the first scouting mission he would bring 2x explosives, 2x torch, 1x water, 1x drugged meat, 1x crowbar, 1x whatever.

Upon entering the house and going past the Electric Floor, he would notice that the trap activates on the 2nd step into the house. He would use water to disable it. Then he would safely scout a bit more by dancing left-right next to the first set of doors to tell if there are any Pit Bulls on their way. He would also notice the 2x powered door + sticking switch + wooden door pattern in the first set of corridors. This would give him a green light to explore further. Due to the fact that all side corridors use the same pattern he would be able to explore all the way to the other end of the house safely.

Now armed with all this extra info he would leave to quickly get a better set of tools: 1x water, 6x doorstop, 1x drugged meat.
He would use 1x water to disable the anti-escape trap and 2x doorstep to secure each side corridor (up to 3 per trip). This would allow him to explore the secured side corridors all the way up to the Wooden Doors where he would be able to tell that most are a dead end (Wooden Door + Pit Bull).

He would have to repeat this anywhere from 1-3 times and the house would be safely robbed. He would have to invest $330 initially (he would only use $2 worth, and save other tools) and then spend on average another $40 ($20-$60) to safely steal from the vault. It's worth it, as long as there is more than a few hundred $ in the vault.

#66 Re: Main Forum » More thoughts on too-hard houses » 2013-04-18 02:22:56

DrNoid wrote:
jasonrohrer wrote:

Also, not caring about your life or your current family (a natural consequence of the current design) is dissonant with the themes of the game.  Many people are just running out, leaving the family undefended and $2000 in the vault, to try that hard house again.

jasonrohrer wrote:

You die.  You start again instantly.  A 60 minute timer starts running.  If you die again in 5 minutes, you have to wait 55 minutes to play again.  But if you die again in 70 minutes, you can start again instantly.  This would essentially be doling out the lives at a maximum rate of 1 per hour.

We can combine those two: If you die again in 5 minutes, you instantly reincarnate, but you have to wait 55 minutes before you are allowed to leave your hose.
This would give those people some time to build some defences with that $2k they've got.

An hour seems a bit steep. We could start with 20 minutes, and add 10 for every death. Every hour 10 get removed again.

Why not make timeouts house specific?

You die.  You start again instantly.  A server timestamp is saved to the database bundled with player + house id.  You can't access houses you have recently died in for some time, but you can work on your house + use menus + rob other houses without restrictions.

#67 Re: Main Forum » More thoughts on too-hard houses » 2013-04-18 02:21:09

zed wrote:

You could have the client attach already-completed moves to the pings, making the player commit to them. Not a complete solution, but would give data on which to base suspicions.

That still wouldn't prevent it though. A modded client could just simulate the game rules locally so that the player can test his solution, and upon reaching the vault, it would replay the solution by sending moves to the server in the right sequence with "humanly reasonable" waits between requests.

Yes, you can't really AFK for too long inside another house, but it could be modded in such a way to allow you to play a house offline locally (the server would think you are in your house). The other feature would be to replay your last solution to the server while actually being inside the target house.

In fact, I am pretty sure that someone will create such a mod or make a tool to help you solve houses offline. The tools can help. But you would still have to solve the puzzle.

I think there is no way to prevent players from solving (or brute-forcing) a puzzle offline, but introducing maps at least gives legit players some of those same tools, and at the same time reduces the effectiveness of houses that were based on the fact, that a player has limited knowledge of the map.

#68 Re: Main Forum » More thoughts on too-hard houses » 2013-04-17 05:02:50

DrNoid wrote:

Having a scout-mode, with a larger backpack, is almost equal to having to buy an expensive map. The top-houses will be using a lot of concrete and steel, meaning that scouting them fully will be expensive.
The difference between the two is that the map will give you the exact starting status of the house, while scouting will not. As soon as you enter the pets will start moving around, changing things.

That's a good point. But that's also why a scout-mode is not even close to being equal to buyable maps.

Buyable maps are definitely a safer bet. Maybe even easier/faster to implement.

#69 Re: Main Forum » ideas for new objects (feel free to add your own ideas) » 2013-04-17 02:21:44

Dinnanid wrote:
Danred wrote:

I like the idea too.  But how about having a decoy safe?  Potentially leading the burglar down the wrong path to be rewarded with nothing.

I like the idea but there would need to be a ranged way to identify if it was real or not otherwise the fake safe would be seriously abused. hmm

If you want it to be a decoy vault then you can't have a way to tell early, or it's not a decoy anymore.

I see only 2 ways how this could be implemented; it's either a backup vault where the robber can tell the difference, or a decoy vault where he can't big_smile

#70 Re: Main Forum » $332 & $336 Houses?!? » 2013-04-17 01:52:52

Probably.

Maybe there was some other bug that left houses of dead characters behind at some point in the past?

#71 Re: Main Forum » $332 & $336 Houses?!? » 2013-04-16 16:02:21

setz wrote:

1) Either alot of people have stopped playing the game and left their houses ? (but the exact same dollar amounts are too weirdly the same for this)

That would be my guess.

The same dollar amounts could come from the fact that when you are offline you earn small amount of money per hour. So if a few active players robbed a bunch of these abandoned houses at about the same time then those houses would gain new money at the same rate.

EDIT: zed typing skills OP smile

#72 Re: Main Forum » More thoughts on too-hard houses » 2013-04-16 14:55:49

Yeah this pretty much sums it up.

Like I said in the other thread, preventing players to build such houses would actually require changes to a bunch of things and maybe some of those changes are not even reasonable. The game would be even harder to understand.

So maps it is!

jasonrohrer wrote:

Maybe a choice between two packs... one with 32 slots for scouting, but you can't carry a loot sack to take anything (reaching the vault gives you nothing, you can't even open it), and another pack with 8 slots plus a loot sack.  Maybe as simple as a "Scout House" button that's different from the "Rob House" button, because of what pack you take and whether you're allowed to open the vault.
This obviously adds extra complication to the design (and I'd also need to figure out how dead family members work with 32-deep cuts happening), and messiness to the interface (32 items is a lot to squeeze onto a sidebar).

Well, if you decide to go with this solution, let me share a few things.

I was thinking about having 2 modes as well and I got to the conclusion, that having that many tools, would mean that the GUI would just display one tool icon per tool type with a number next to it (for example "[crowbar icon] x 12"). Clicking on the icon would select that tool type. If used, the number next to it would decrease. On the security tapes a tool being used would be displayed in the same way as it is now, showing the blue border around the icon.

You do have a point about the family and saves states. I didn't think about that. First thing that comes to mind: let the house auto-repair itself, even if a family member is killed during a scout attempt. Any killed members stay dead, maybe. Or maybe, the family is not at home when robbers scout smile

#73 Re: Main Forum » Dealing with too-hard houses » 2013-04-16 12:38:44

zed wrote:

One worry is that the effect might be that rather than give up on combination
locks, players make the logic of their combination locks as difficult to
decipher as possible. With clever use of the details of electricity and pet
processing, you could make this pretty complicated; plausibly sufficiently to
withstand the scrutiny of those few who will be able to afford maps. You could
also make even easily decipherable combination locks just one part of a
difficult puzzle, making sure that only those with maps have even a chance at
solving it. So I'm sceptical that introducing expensive maps would actually
entirely remove combination locks from optimal play.

I agree, I pretty much said the same thing when I shared my thoughts on this matter:

Matrix wrote:

Introducing maps won't make "ultimate defense" systems obsolete or vulnerable, they will still be "ultimate defense" systems until someone can afford the map. The change only happens when someone can afford the map for a specific system. At that point only that specific system becomes obsolete or vulnerable for the map owner only. So the best defense will still be creating an "ultimate defense" system so that you can protect against all players who can't (or won't) buy a map. And against those who do, you can't really defend anyway, you can only make the logic as complex/weird as possible so that they will spend more time to figure it out. All the mind tricks that you can play with players when they have limited knowledge about your system is gone now because they have full knowledge of your system.

zed wrote:

I fear that the only real solution I see is to drastically revise the design
of the game by introducing *free* maps.

Yes, if we can't come up with reasonable changes to the game mechanics that is something worth trying.
I think we are close to something that might work, but I am not sure that those changes are reasonable big_smile

#75 Re: Main Forum » Facepalm inducing deaths » 2013-04-16 11:53:35

timsamoff wrote:
Matrix wrote:

But as you can see there's a lot of assumptions.

But, all of your assumptions are correct. I purposely made the exact same steps, etc., while testing. I'll see what I can find out with the playbacks.

Playbacks are awesome. Especially for this kind of things smile

Board footer

Powered by FluxBB 1.5.10