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#51 Re: Main Forum » Replacing 'up' trapdoors » 2013-08-29 00:31:19

ukuko wrote:

If you return to your house and a trapdoor is in its 'up' state, deleting it and replacing it (for testing purposes) will charge you for a brand new trapdoor.

It's rather noticeable now they have a $1800 price tag!

Not sure if this affects any other objects.

On that note, another quirk with trapdoors is that they will remain up in edit mode if they were powered at the end of a successful robbery on your house.  I didn't want to say anything because I like this behaviour and I only wish trapdoors would be up all the time in edit mode wink

#52 Re: Main Forum » Change to the way Chills work » 2013-08-29 00:18:46

I really like this change and think it has lots of merit, but I do worry players may resent being locked out for long periods (especially with such a small list of houses).

However, I also feel the current game pricing is crippling and has swung too far in the other direction of affordability and something needs to be done to fix this.  Either a more reasonable cost to build or an increased amount of starting cash. 

Because at the moment it is nigh-on impossible to build a starting house with even the smallest sniff of security. :~9

#53 Re: Main Forum » A club is coming, and animal jump-back » 2013-08-28 00:46:37

Has anyone tested what happens when a pet is killed in the place of where another pet is supposed to start?  What happens in this case?  Does the pet with the invalid starting space just remain where he was at the end of the robbery?

#54 Re: Main Forum » Full world reset coming » 2013-08-23 06:49:21

largestherb wrote:

the 5 minute timer kills my ability to very quickly build up $80,000 to make a ridiculous test house big_smile

NO EXPLOIT FOR YOU!  FIVE MINUTES!

-The Castle Doctrine House Nazi

#55 Re: Main Forum » Salary calculation changed » 2013-08-22 03:29:31

I think you should also consider taking into account the intrinsic value of the house (the bricks and mortar).

Thus a beginner house of <$2000 would have a meagre earn rate calculated, and an established house valued at $10,000 odd (again, I am talking the raw elements, walls, traps, etc. and not just vault/wife money) would attract a higher income level.  Perhaps paintings value are also taken into account, based on original purchase amount.

This stops the established houses continually pushing themselves down to $0 by adding elements/paintings, so they are constantly a target.

So the house income bracket would be calculated as:

MONEY/TOOLS + BRICKS & MORTAR VALUE = INCOME BRACKET

N.B. I would also think that broken elements such as laddered trapdoors, dead dogs, broken walls, etc., would not be considered when calculating house value.

#56 Re: Main Forum » castledraft.com — another house editor » 2013-08-19 04:07:02

bey bey wrote:

But that's so twothousandandlate wink

(But yup, cache did it.)

Yep me too.  Great stuff.

It's time to play... WHERE'S THAT ROBBER?

http://castledraft.com/editor/H59fFw

#57 Re: Main Forum » castledraft.com — another house editor » 2013-08-19 01:19:10

ukuko wrote:

Just made an update:

Don't mean to be the bearer of bad news but I can't see the new sprites on my browser..  They don't appear in the dropdown (just empty spaces) or the house layout.  The broken safe, all the robbers, hot wires and some of the pet states are missing.  The rest appears.  Also noticed the sleeping pit bull is mislabeled.. hmm..

#58 Re: Main Forum » castledraft.com — another house editor » 2013-08-18 07:26:28

largestherb wrote:

ooh *runs to sprite dead robbers*

rotated rotary, powered grid and i think some others are missing too. I'LL MAKE A LIST AND SPOIL HIS SUNDAY

Dammit you are right.. I forgot about those suckers!  Ukuko, you got some work to do!

-Indicator light (on)
-Sticking Pressure Switch (down)
-Robber, both dead and alive (Although that is 4 variations: Pit bull death, electric floor death, pit death/trapdoor and  suicide)  Would also have to use the same rule as the safe and only allow one per map.
-Rotary Switch (rotated)
-Electric Floor (on)

#59 Re: Main Forum » castledraft.com — another house editor » 2013-08-18 06:01:16

Ukuko, castledraft is excellent.  I love all the different states of objects and ease of use.

All I can see missing are three things:

-Indicator light (on)

-Sticking Pressure Switch (down)

-Robber, both dead and alive (Although that is 4 variations: Pit bull death, electric floor death, pit death/trapdoor and  suicide)  Would also have to use the same rule as the safe and only allow one per map.

It would make it so you can set up EXACTLY what took place in a robbery, as in a freeze-frame.

Anyways, great work fella.

#60 Re: Main Forum » A proposal that needs feedback » 2013-08-16 23:09:06

largestherb wrote:

for $200 i don't think these trapdoors are the kind that lock in place! the powered doors don't even have proper locking mechanisms and can be opened with a crowbar :P
(although if the code allows for it, these more expensive 'locking' trapdoors might be a nice addition. although you can achieve a similar effect with some fancy wiring, but they can't be part of another circuit if you want grids in there. so. hmm. this parenthesis is going on too long)*

I was actually trying to show how these trapdoors would be weaker than the current implementation, as they would be circumvented more easily.  Problem is, their behaviour would probably be too confusing to comprehend.

jasonrohrer wrote:

It was really the trapdoor-electric-floor combo that replaces wiring through walls that got me thinking they needed to be changed.  But that combo would break if only trapdoors did not pass on power.

I mean, you could still do multiple trapdoors using this method, just like your wiring example, except you have allowed a pathway (as long as you bring some water and a couple of ladders).
http://castledraft.com/editor/lfrzL5

I also like that you will be able to trigger adjacent doors independently.  This will allow for a little tomfoolery.

#61 Re: Main Forum » A proposal that needs feedback » 2013-08-16 01:20:31

I would like to add my thoughts on the discussion:

I like trapdoors not passing power, but I think electric floors should, both thematically and gameplay-wise.  This still leaves the option of 'hallways of death', but at the cost of shorting the circuit if you want to check it out the wiring and only ending on a single trapdoor.
http://castledraft.com/editor/aUdwZ3

I was also thinking trapdoor behaviour could be tweaked, so that the mechanism to raise/lower the trapdoor is electric, but the mechanism is analog.  What I mean is, when a trapdoor receives power it triggers into 'up mode' and it is not until it is re-trigger (receives power again) that it drops.  This may seem counter intuitive, but not if you recognise that it is the mechanism itself that is activating to either lower or raise the trapdoor into a 'locked' state.  This would mean an unpowered trapdoor (after it has been triggered) can actually be safe to cross, and takes some of the overpowered-ness of trapdoors away.  Let me know if that makes sense.

I also am continuing to barrack for the on-only-when-pressed button (or the pressure plate) which would tie in with the new limitations and trapdoor behaviour nicely.

#62 Re: Main Forum » A proposal that needs feedback » 2013-08-14 05:35:28

bey bey wrote:

... 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

This could also be show intuitively by having 'powered' and 'unpowered' wire sprites.  This kinda relegates the power analyzer tool obsolete, but, spoiler alert: IT ALREADY IS!!!

#63 Re: Main Forum » Can I at least put a door in order to protect my family? » 2013-08-13 10:11:37

largestherb wrote:

oh no indeed, a series of undoor'd tunnels is kind of the same. but not knowing what is behind a door adds a nice feeling.

i mean, you break into someone's house.. you're sneaking around hoping nobody is home. you open a door.. oh no, little johnny stayed home while his parents went shopping! ...i wonder if his parents knew he was looking at that website!

i dunno. i know a dog behind every door is pretty boring, but it doesn't have to be a dog. i just like the feeling of '.....should i open this door?' that i get whenever i come across a door. a mix of terror and excitement. mostly terror. warm terror. running down my leg.


ps. could you add the 'pushed' rotary button state as a placeable tile tongue          (i'd also ask for rotatable voltage triggers, but that might be a huge ask!)

Let me just add, the nice thing I liked about sliding doors is that you close them behind you, so you are continually 'in the dark', as it were.  I think it would be lovely, and makes me feel gooey inside.

#64 Re: Main Forum » New pumping issues » 2013-08-13 09:11:04

jasonrohrer wrote:

Oh, so you did this yourself.... but not with a second account?

Did you have Ludi actively cooperate with you?

It was a few versions ago.. Ludicrosity was down on his luck and decided to just pop out $2000 houses.  I happened to be online at the time with a safe-ish house, so I continued to nab the cash, driving up to about $30k or so pretty quickly.  Which was when he wrote stuff like 'Rob Taber' or whatever it was.  I ended up blasting through some top level houses and there was much wailing and gnashing of teeth.

I can't quite find the forum post right now.

#65 Re: Main Forum » New pumping issues » 2013-08-13 02:33:13

I think the argument here is not necessarily that dual accounts are the problem, just the possibility of the actual exploit of one player handing $2000 chunks out in succession.

The fact this exploit exists at all means that soon enough, it will be exploited and spoil lots of hard work.  It has already occurred quite a few times where many large houses were brute forced this way, myself being one of the perpetrators (thanks Ludi!).

#66 Re: Main Forum » Can I at least put a door in order to protect my family? » 2013-08-13 02:25:23

I think he is saying that you could have several different passages with sliding doors leading to them, with the thief not knowing which one leads to the safe which one to the family and which one leads to grim, grim death.

But yes, it is essentially the same as having open passages all over.  Perhaps just a tad more mystery.

#67 Re: Main Forum » Alt-Tab Crash » 2013-08-13 02:18:02

Isn't there a 'is down' function you can call instead?

#69 Re: Main Forum » Show me yours I'll show you mine. » 2013-07-29 03:54:05

bey bey wrote:

Taber? wink

Taber.

Yes thank you.  Him and his bloody trapdoor deathtrap trap.

#70 Re: Main Forum » Show me yours I'll show you mine. » 2013-07-29 03:40:30

bey bey wrote:

RIP Mr Smith - quite a shame, I died a few times in your house about 5 versions back, so here's a tip of the hat to consistency. I think I even laddered / exploded through your house once, while the safe was at the upper left. Later I came again and you had moved it. Ah the abundancy of cash that was around back then.

And yup, I'd assume as much, it's going to be as far away as possible from the laddering population.

I too have fond memories of blasting through Mr Smiths place back in the day.  If I recall, I managed to get lucky and just wander upon the safe with my 2 ladders and my many boom booms.

edit: Wait, that wasn't Smith... it was the guy with the trapdoors literally at the doorway.. ahh a long time back 'twas..

#71 Re: Main Forum » Show me yours I'll show you mine. » 2013-07-29 03:12:51

colorfusion wrote:

Just lost Mr Smith from taking a risk for $2000, GG Mr Nash.

http://i.imgur.com/8UR3G6o.png

Ludicrosity wrote:

...aaand everything's gone... in an instant. Just like that.

#72 Re: Main Forum » New pumping issues » 2013-07-29 00:45:54

I agree with the delay to display a new house, and 10 minutes seems like a fair starting point.

I think as the player base grows the problem of pumping will become more and more contentious.  Imagine a dozen people doing it all at once, sure they will be stealing each others cash, but someone will end up with a snowball of dollars.  It could potentially make the game very unstable for all players and ruin the server.

Placing this simple delay could alleviate the whole issue, while also giving beginner houses a brief period of grace.

#73 Re: Main Forum » Dogs Moving Next to Dead Dogs? » 2013-07-29 00:36:14

jasonrohrer wrote:

...but the smell wafts out from the pit, obviously.

Consider that added to my sig.

#74 Re: Main Forum » Suggestion: Fake Vault » 2013-07-29 00:34:17

jasonrohrer wrote:

The idea of a staircase exit is an interesting one, especially for testing.  I can't imagine someone using it in a live house, though, because if you're going to force the robber there, wouldn't you rather just force kill them (with a pit instead of an exit)?

Also, I do like "backdoor" as it stands right now as an emergent thing that you have to plan for and build... something that players discover how to do, since there's no explicit "backdoor" tile waiting for them.

I was thinking the just yesterday about something similar but entirely different.  That is, if you could set where the entrance was when you first built your house.  It could be as simple as having the door centred either top, down left or right, or it could be a specific place where you can set your door.  Would really mix up the feel of each and every house.  More an aesthetic thing really.

#75 Re: Main Forum » Can I at least put a door in order to protect my family? » 2013-07-29 00:29:20

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?

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