Discuss the massively-multiplayer home defense game.
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Like Mortalfriend said use lights, red for electric floor, green for pits and doors(But know what green light is what), pitbulls for these little things(I don't want to call them dogs
). And most important, if you use chiwawas for a test run in there normally the pitbull would die, run the test more than one and delete the chiwawa and do the next test. Don't go to the vault, go everytime back so you have no costs if you replace your light and chiwawas again. After you tested all your traps and you are sure all works properly, change all to your traps, press + and done and do your go. If it fails you can check your housescreenshot now to find the mistake.
Common mistakes in rebuilding the house after familykills or vaultrobbing are, misplaced Pitbulls and dead Animals( DEAD ANIMALS THOSE %()$§/&= ).
Hope my tips help =P
A cut detection trap is great if it tricks the robber. But if the robber cuts the right grate he can then use water to get the rest of the way through.
That's why you have to use even MORE advanced electronics to make it so the floor turns itself off again.
Teach me this magic ![]()
Hopefully this more advanced takes not too much more space =P
My experience also
I set a ladder on a powered Trapdoor(on) to go safe and the ladder would be away anyway and boom i moved on it, it was unpowered(I knew there was a moving dog there).
So both wiki and me know that you can put ladders on it everytime.
http://thecastledoctrine.gamepedia.com/Ladder
The trapdoor or pit can be in any state (other than already laddered) to have the ladder put over it.
Other than that, it should work. But I left these houses everytime with or without tools.
Dwarf Fortress is Everest, Castle Doctrin I learned relatively fast compared to that(Steamsaleplayer). If you don't like the challenge, don't take it. You don't need to understand why it works, you only need to see the signs and how to react to it. That's not an high learning curve. To use or expand an idea or an a.e. that's the real learning.
And.. these "new" traps are often easy to avoid at higher lvl houses.
When one takes a look at the current electronics wiki, it is very discouraging for new players and I believe it detracts from the rogue-like style of the game that the developer intended for it, pulling it more in the direction of a puzzle game.
New Players need to learn, that's nearly every game that have no implemeted tutorial and a try and die architecture. Isn't it a puzzle too to get through a labyrinth with doors and dogs? What kind of traps do you want to build?
It is visible in player behavior as well. It is now simply too dangerous to take more than a few steps into someones house, even with tools unless you are totally aware of how the advanced electronics functions. Unless of course you are suicide robbing.
Same here, advanced electronics are for experienced players and if you die to those you will either learn about that kind of traps or don't evolve as a advanced robber.
Previous to the propagation of advanced electronics, players were far more willing to take a decent look into peoples houses with minimal or even no tools. It was still very easy to die to new ingenious traps that players even now are still coming up with (that dont involve advanced electronics) but now, aside from the occasional suicide robber, it has become prohibitively unpredictable to take more than a few steps into a players house.
First of all, you nearly have everytime the chance to move forward and backward to look for a clockworktrap. If not ignore that house or try it with risking your life. If you see that there could be a paradox circuit, try and cute the right wire not standing on it. You take away a lot of electronics and trap ideas without advanced e. By the way a.e. have the disadvantage of taking much place. So if you see a 8 bit clock, you know there is less space for you needed to scout.
The game is hard enough with even relatively new houses having a specific magic dance where thousands worth of tools are required to bypass it as the animal is too far away to brick and is behind pits with the trap itself being surrounded with concrete/steel walls.
I believe that advanced electronics like paradox switches and clocks should be removed to help make the game a bit more new user friendly. I am already seeing a decline in players so please stop the rot now.
To be fair, I see many guys come with saws in hightier houses. Why? Most of times there are pits and concrete or steel walls. Scout out and if you see a magic dance, take wirecutter and water, and these magicdances are a piece of cake, if there is no trapdoor at the end(and you can scout out the combinations, if poorly designed).
There is NO way to excuse players that are not willing to learn traps, and imo paradox and clock circuits are not that difficult as the 32substep exploit that is fixed. The other thing is to overcome the frustration after a death.
I was not sad, i just said it is exploitable =P
if you died 2 times and build up fast enough the other 2 could be me too ![]()
If i make my "go to vault and suicide" runs again, maybe your house is on my list ;P
take a wirecutter and ~ 8 water and dogfood for the first trap, after that there comes 2 doors with pits in it and a long floor with electric(on). I didnt took much water with me so. Good Luck on trying ;P
Magic dance is a combo lock too like 4 steps forward 1 step back 7 1 4 2. You just need to exploit the weakness of this lock, like get to the dancing dog and figure the combo out or left this house behind. And most houses are built to be 2k safe.
Look at my thread
But in the first house the chance is really low that there is a suicide with tools then instant success route schema. Ahh you are right, forgot about proxies.
I think a solution would be if it happens that two accounts with the same ip, rob more than x times like this. You could force ignore the house for the second account in which the first scout account was. That would probably not restrict families or other persons with the same ip too far from playing together.
There are two problems I can think of:
Frustration in other players(After all this game frustrate enough at other things).
1k Best Case, if the Robber is successful without tools.
Worst Case, the second account don't rob that house.
I speak of low tier houses and pushing your second account with your first runner account. I know that high tier houses are enough protected against 2k robbers ![]()
You could easily going around the chill by searching an easy vault with 2k tools or searching for the vault(Scout). And then just suicide and follow up the known way with your second account. So you get nearly the vault from others+ the rest of tools that were not needed to find the right way.
http://castledraft.com/editor/P0VoP1 <- calculations for the right method are only viable for the situation this build works(Didn't test it, only have it in mind)
6*1400 => 8400/56(Number of squares) = 150 costs to breakthrough per square
7*1200 => 7600/42 = 171 costs per square
The second solution is cheaper to break but takes less space that you could invest in a longer pathway or a more secure house.
That's the reason i don't feel really good about the first solution.
Think i found a good clockidea to work with,thanks. ![]()
the pitbull hallway should be more like a discussion. I have a simple Solution that i don't feel good about it.
something like this: http://castledraft.com/editor/q90ZVO
I liked that design of pits and dead cats but maybe there is one genious out here that have another maybe better solution.
But the stress and responsibility that came with keeping a secure house was too much for me. Every break I had, I was checking Castle Doctrine, and for several nights in a row I literally dreamt of waking up to a broken house. For now, death isn't so bad. It's quiet, peaceful. Death is actually kinda nice. I'll be back again some day. Maybe in seven months.
This.So much this. Everytime i want to sleep then i have a good house I fear it. But later noone get to my vault. Most of the times I am my own enemy. Walk on a sleeping dog, didn't checked a constructed trap twice or forgot to deactivate the commit, all these little stupid mistakes.
So first the ideas:
A Curtain: blocks sight but let pets go through.
Bricks could deactivate it(break the stick and the curtain fall down).
Tool, Battery: Can be used to power electric floors or open circuits, but don't have enough power to hold trapdoors.
I saw many powered Doors lately at the start or commits with dogs and turned off "fake" electronic floors. So you could use it to hold a door closed or turn on a floor where you are sure that this is a dog commit. I think a price from 400 to 800 would be balanced for this tool.
And now my questions:
What is the most compact 2 bit-clock that repeats and have 2 entrances at top for each signal?
and
What is the best way or most efficient or most compact way for a pitbull hallway.(To protect his family)
So is there a possibility to turn a debug mode on that gives you a message whenever a pet got on a plate?
Have you tried, instead of powering up your traps, to use the 4k to 6k and just scout out higher class houses and make notes in castledraft? That what I do until I go for the weakpoint and got pretty good money, until I die to a stupid mistake like walking on a sleeping dog only because I wanted to take another note from my target house >.>
Don't worry i robbed William George Morrison ![]()
It's just the only real viable way, and you are still weak to night attacks if there is that one guy that get a series on high houses.
BTW Sorry for my rampage yesterday, but still got a missing paint into the auction again with it ;P