The Castle Doctrine Forums

Discuss the massively-multiplayer home defense game.

You are not logged in.

#176 Re: Main Forum » One week at the top » 2014-02-26 19:59:40

Storm wrote:
Amatiel wrote:

Fewer robbers means that i have to wait longer before i have resources to do anything.

just how long would you have to wait before deciding to leave your house?

until i get at least 5k for tools or improvements

#177 Re: Main Forum » Is it just me? How to attract more "customers" » 2014-02-26 19:38:54

LiteS wrote:
Amatiel wrote:

Stop using massive magic dances that are visible right at the start. When i am doing suicide runs, I refuse to let the owner of these lame houses profit from my death so I just walk out.

Build something fun that is hard to solve but lulls me into thinking i have a chance smile

I had that same attitude before, but yesterday I tried building a magic dance for myself. Almost everyone dies to it right away without using any tools. Magic dances are great for income.

You wont be getting any income from me.

#178 Re: Main Forum » Is it just me? How to attract more "customers" » 2014-02-26 18:48:27

Stop using massive magic dances that are visible right at the start. When i am doing suicide runs, I refuse to let the owner of these lame houses profit from my death so I just walk out.

Build something fun that is hard to solve but lulls me into thinking i have a chance smile

#179 Re: Main Forum » One week at the top » 2014-02-26 11:50:35

MMaster wrote:
Amatiel wrote:
LiteS wrote:

I think people are finally starting to understand that houses don't get to over 25k unless they are completely immune to 2k worth of tools. I think this is a good thing.

NO house is immune to 2k of or even 1k of tools.

Remember u only have to partially solve the house then just use the tools to assist you, give you more chances when u open the wrong door etc.

If you know how to pass it you don't need any tools, but I don't believe you can rob any of the top 8 houses with $2k tools. You usually need ladders, explosives and torches. Just 1 ladder + 1 explosive is more than $2k and it is certainly not enough to pass the magic dance/combo lock traps. Even if you try it several times.


I have done it at least 5 times

Ofc ones that involve big magic dances or are massive combination locks are nearly impossible (fuck these houses they are cancer). just keep making ur way down the list and eventually you will find one that is a bit easier. You might even fail the first time but i have been able to retry it after chills expired and succeed.

I refuse to use magic dances and huge combination locks. They are lame, unoriginal and boring. Fair enough if you are trying to hoard 150K but unless that's the case, you suck if you employ these traps.

ESPECIALLY THIS ONE, half the houses in top 15 are using this crap atm

http://castledraft.com/editor/ENMFcm

#180 Re: Main Forum » One week at the top » 2014-02-26 11:11:46

LiteS wrote:

I think people are finally starting to understand that houses don't get to over 25k unless they are completely immune to 2k worth of tools. I think this is a good thing.

NO house is immune to 2k of or even 1k of tools.

Remember u only have to partially solve the house then just use the tools to assist you, give you more chances when u open the wrong door etc.

#181 Re: Main Forum » In memory of Charles Edward Knight » 2014-02-26 10:12:41

I suspect the player committed suicide to start over.

It obviously took him a long time to get over being robbed.

#182 Re: Main Forum » One week at the top » 2014-02-26 10:03:00

When im starting out I ALWAYS start from highest value houses and work my way down. By my philosophy the high value houses should be getting smashed the most but if those are the numbers you are receiving then either u have a way too scary house (poxy magic dances right off the bat) or maybe everyone does it differently to me.

I have never built my own place with the starting 2k, always been 5k to 60k.

The worst that can happen is I fail and get chills on that house for 24 hrs.... and i probably learn something along the way. I have always managed to rob someone before i get down to the 2k range, and i have had to rebuild  A LOT of times.


Does everyone else start from scratch with a 2k house, plucking the low hanging fruit of 1-2k houses to improve their house at an agonizingly slow rate????  o_0

#183 Re: Main Forum » Total (own house) kill/attempt numbers should be visible » 2014-02-26 08:33:28

yea....

I got steps before death and number of deaths prior. 

Id like attempt numbers aswell so i dont have to count them.


Even if when you die a screen should pop up with a whole bunch of stats like robberies, your bounty, how many people died in your house (all versions) out of how many attempts etc

#184 Main Forum » Total (own house) kill/attempt numbers should be visible » 2014-02-26 08:12:04

Amatiel
Replies: 4

Any reason why they aren't?

Even just attempt numbers on the current version of ur house would be convenient

#185 Re: Main Forum » One week at the top » 2014-02-26 07:08:47

Like any economy, it needs to be managed according to the circumstances of the day.

It seems we have had something of a boom bust cycle here, boom times around steam launch, so the dev raised interest rates (decreased bounty)

The situation has settled recently however and the economy has certainly slowed. Perhaps its time to lower interest rates (increase bounty)?


I throw my lot in with re-raising bounty to $200. Fewer robbers means that i have to wait longer before i have resources to do anything. I raised a kind of similar but not really thread about advanced electronics scaring off newer players, with my aim being ultimately to inject more robbers/money/activity into the game by retaining/attracting more players.

Re-raising bounties is a good way to compensate for fewer player numbers to keep the existing community active.

#186 Re: Main Forum » How do I find my name? » 2014-02-26 01:47:25

It isnt, but the current system prevents alot of shenanigans

#187 Re: Main Forum » Died self testing 50k home... » 2014-02-26 00:24:26

What do you use for move confirmation?

#188 Re: Main Forum » Died self testing 50k home... » 2014-02-26 00:12:04

Every time i die i make a new rule eg:

CASTLE DOCTRINE: THE RULES OF SELF PRESERVATION
- NEVER hold movement buttons down, always move one step at a time
- ALWAYS pause after opening a door
- ALWAYS remove ALL lethality when testing a house (amendment: including fucking pits)
- ALWAYS fully complete a testing run before introducing lethality for final run
- IF I'm feeling impatient or bothered... walk away
- ALWAYS do a full non-lethal test after changing any wiring
- ALWAYS take your time and be methodical
- IF in doubt, walk out

This is a new one,

- Actually follow your own fucking rules...

#189 Main Forum » In memory of Charles Edward Knight » 2014-02-26 00:03:05

Amatiel
Replies: 3

I find it shocking that no eulogies have been written about this fine gentleman.

He helped so many of us.

Rest Peacefully good sir.

#190 Re: Main Forum » I am sorry, Eric Robert Tso ($50,600 Bounty) » 2014-02-25 22:33:49

There are many variants of that floating around, including one that traps you between a fleeing shotgun toting wife and a pitbull. Ive died to these clever variances of them maybe three times.

I used this one myself for a while, but retired it in favour of traps that preserve a robbers tools... I cant have him wasting them when he can be giving them to me can I?

http://castledraft.com/editor/Ok0wZ6

#191 Re: Main Forum » Is the server down or something? [House Login Failed] » 2014-02-25 12:10:02

The safe was on the bottom RIGHT not the bottom LEFT... trollfag. It jumped up from 10k to 33K (roughly) courtesy of my bounty.

Thankfully, the very next house i robbed netted me 35K. Nice. Haven't done that in a while

Then i died to my own traps as I was rushing...

THEN I KNOCKED ANOTHER HIGH END HOUSE OFF FOR 7K!!!


BOO YEAH MASTER THIEF IN THE HOUSE

#192 Re: Main Forum » Is the server down or something? [House Login Failed] » 2014-02-25 02:02:19

I actually solved it... this was a total troll as I suspected, I brought many times the number of tools OP suggested but i had an army of chihuahuas following me and while memorising the way to the safe and the exact number of tools i would need (i ran out) i died like a dumbass.

Do not enter if you value ur life.

#195 Re: Main Forum » Electronics is too complicated/not in spirit of the game » 2014-02-24 05:41:03

Hippasus wrote:

You can see just by looking at this forum that those of us who have remained have scaled the worst of the cliff which is this games learning curve and are perhaps even starting to enjoying themselves.

I'm totally biased though, because I LOVE TCD's electronics. 8D

Well id like to see the cliff be less like mt Everest and more like grand canyon.

Yea you are the minority that the advanced electronics caters for. I am SURE you would continue to play the game without some of the high end electronic complexities because you, like me and everyone else who continues to play this game, will rise to the challenge as we did when we first looked up this Mt Everest.

There will still be plenty of room for creativity and new house designs. In fact i am still caught completely off guard by simple yet new traps that people keep coming up with that ARENT made from clocks, tricky or paradox switches.

#196 Re: Main Forum » Electronics is too complicated/not in spirit of the game » 2014-02-24 05:31:20

The fall in player numbers speaks for itself. i believe this is one of the reasons for it.

The game is unforgiving enough without overly complex electronics. That learning curve is too long and punishing for a roguelike game, yes ofc there should be a decent learning curve but i think this crosses the line. Not everyone wants to sit and figure out how these advanced electronic systems work, and they are quite complex! The game is supposed to be a rogue-like game according to the dev, not something that reminds one of the high complexity electronic systems of minecraft.

Do you want to be right or do you want to be happy?

More players = being able to play the game continuously instead of playing the game for 20 mins then waiting 4 hours then playing for 5 mins then waiting another 4 hours.

The point I'm trying to make i suppose is:

To be able to sit and play this game continuously, you need a large player base. Otherwise you spend large amounts of time waiting for people to try to rob you so you can save enough money for tools/improvements. Unless you want to keep mashing up/down arrows looking for the occasional soft target which is snapped up in the blink of an eye.

These advanced electronics systems are, I believe, a significant contributing factor towards poor player retention. They cater for a minority of players at the expense of the majority.

#197 Re: Main Forum » Electronics is too complicated/not in spirit of the game » 2014-02-24 04:12:22

Electronics are fine, its the advanced stuff like clocks, paradox and tricky switches that is the problem and makes the game too unpredictable and puzzle like.

Within a few days of the steam release, you could expect up to 25 people robbing your house an hour provided it was worth more than $200.

Now, your lucky to get 5 robbers an hour. This signals that the game hasn't retained those players who purchased the game when it came out on steam.

This game gets better with a larger player base imo so losing players is bad for all of us.

#198 Main Forum » Electronics is too complicated/not in spirit of the game » 2014-02-24 03:39:28

Amatiel
Replies: 23

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.

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.

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.

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.

#199 Re: Main Forum » Trouble Starting » 2014-02-09 02:25:42

Ive thought on this too.

Im not advocating any changes though. As ive gotton better, i can rob the more expensive places with just the two grand only partially brute forcing them. You need to be smart about it, figure out how you can bypass their security with the least amount of tools by solving at least part of their code/security. It may even be a lucky guess that gets me through the first part of the house, which means i still have all my tools for the rest of the house. Just gotta keep gettig smarter, knowing the "traps that are in" at the time and how to recognize and bypass them. At first i was dependent on noobs as you say, but that is no longer the case.

I dont see any reason for change tbh

#200 Re: Main Forum » [Suggestion] delay updating listed house value » 2014-02-09 00:29:17

I have no problems leaving my houses, even early game, overnight. U do need to put the time in before this into making it strong enough ofc but it isnt that difficult.

For longer periods like now, i just reduce my house value to make it un viable to rob me

Board footer

Powered by FluxBB 1.5.10