The Castle Doctrine Forums

Discuss the massively-multiplayer home defense game.

You are not logged in.

#201 Re: Main Forum » Suggestions Page » 2014-01-31 11:06:38

iceman wrote:

An idea for scrolling around the house list - what if it starts out at the value of your house (or at least gives you a button to go to that page)?  It would be a lot faster to get to the houses that are profitable for you to rob, and it might also help with all the players saying houses are impossible because they try the top ones first.

HOLY CRAP!  That is an amazingly elegant way to handle it.  Jeez... why didn't I think of that?

So, it shows you your neighborhood by default, and you can scroll up and down from there.

I was thinking about stuff for paging in steps of 10 pages (extra, ugly buttons), or searching by numeric value (pain to explain to people that the Name Search field has more than one purpose).

But this is it.  I wonder if I can make it work server-side without changing the client...

#202 Re: Main Forum » Bruteforcing too easy, a proposal » 2014-01-31 11:01:03

I think I pretty much know how it would go...

#203 Re: Main Forum » Finding paintings » 2014-01-31 11:00:18

Hmm... I don't know....

I know you want to methodically be able to chase a painting.  But I think it makes it more special to stumble across it in the wild.

Also, for new players, they don't even KNOW all of the paintings... Right now, only HALF are in the auction house.  There are 155 of them.

So, there will be lots of "holy crap!  I didn't know ____ made a painting in this game" moments for people.  And then writing down the name of the person who has it, and going after them.

Granted, you can manually find a painting by stepping in the door of each house, and that's a pain in the neck.

BUT... I don't want to automate it to encourage that.

#204 Re: Main Forum » Bruteforcing too easy, a proposal » 2014-01-31 10:54:01

Yeah...

Man, this has been SUCH a hard game to balance!

#205 Re: Main Forum » Preventing Griefers » 2014-01-31 10:52:29

Yesterday, we had $11 million paid out in bounties to home owners.  That's a lot of money.

In terms of how much bounty was accumulated, though, it was $20 million, for an average of $248 bounty added per robbery attempt.

Today, after the $2000 houses have been removed, those bounty accumulations have decreased down to $186 per robbery attempt.  So, less murders and vault reaches, given the number of robbery attempts (probably because of the lack of $2000 houses).

Also, does it strike anyone else as crazy that there were 81,000 robbery attempts yesterday?  :-)

#206 Re: Main Forum » Bruteforcing too easy, a proposal » 2014-01-31 10:41:00

Well, I was thinking it wouldn't affect the price of buying, just that you'd be billed extra for having too many of one thing in your backpack. So, it wouldn't affect resale value.


But yeah... I'm still on the fence about this, because this will make breaking the top houses even harder.


I mean, if I REALLY wanted to drive people crazy with paranoia, I could make it so that damage accumulates, even for failed robberies.  So, they'd collectively chip away at every house over time, like termites.  You'd have to watch your house day and night to keep it patched up....

Anyway, if it worked like that, then carrying multiple tools could become expensive (or even impossible---back to 8 slots).   But, I don't want to do THAT to people....

#207 Re: Main Forum » Can you stack all tools? And how many of them? » 2014-01-31 10:34:18

Even if you could click the buy button 10 times every second, you'd have to click continuously for 6 years to buy that many of one item...

#208 Re: Main Forum » Can you stack all tools? And how many of them? » 2014-01-31 10:32:09

In the client, the quantity in a slot is a signed 32-bit number, meaning that the maximum quantity you can carry of any one item is 2,147,483,647

I'm pretty sure that will be enough for the foreseeable future!

#210 Re: Main Forum » Bruteforcing too easy, a proposal » 2014-01-31 10:27:16

This is interesting!

So... what about a rich player who gathers free tools from robbers dying in the house?

The point is... it seems like the surcharge needs to be placed on how much you CARRY, not on how much you BUY.  Like... a transportation cost, really.

Essentially, it seems like this could be a flat rate for each "extra" item you carry in each of your eight slots.  So, you could carry 1 saw for free, but as the slot gets more full, the transport cost could rise.  That could be on whatever formula... probably something that grows non-linearly.


Also, I'm trying to figure out where to plug this into the game.  It seems like... hmm...  that it really needs to be on the Load Backpack screen, where you shuffle stuff around and see the transport cost factored in to what you're doing, and then hit DONE to be charged that cost.  It still seems like it would be confusing.... like, you'd have enough money to buy a saw, but you wouldn't be able to buy it, because you're already carrying 10 saws, and the transport cost of putting one more in your pack would be too much.

SO... maybe transport cost needs to be billed separately on that screen, and let it exceed what you actually have to spend (with a number that is green and turns red when it goes over).  And if the current transport cost is more than you have, the DONE button is blocked on the Load screen.  And then... if you come back to that screen and move stuff OUT of your backpack (before heading out to rob), you could get that transport cost BACK.


I do wonder, though... this makes the rich even more invulnerable!  Both to each other, and to lower players.

I mean, for a certain house design, brute forcing is the ONLY option---for houses that would take an exponential number of guesses to pass without tools.

#211 Re: Main Forum » I cannot play with my brother with this game? (Big problem need help.) » 2014-01-31 10:11:52

So... did you ever play the game through YOUR Steam account on your brother's PC or vice versa?

If you ever did that, the Steam Cloud would have downloaded YOUR account settings to the other PC.  But Cloud is buggy about how it replaces files when a different account runs on the same PC.  So, your account files are probably still there.

The fix is kindof a pain:

1.  Have your brother run the game on his PC through Steam.

2.  WHILE the game is running, find the game folder (Program Files/Steam/SteamApps/common/CastleDoctrine).

3.  Go into the settings folder and delete downloadCode.ini

4.  Quit the game.

5.  Wait a minute for steam to synch this file deletion to the cloud.

6.  Run the game on your brother's PC again.  It should pop up a message about creating an account on the server.

7.  After that, your brother should be connected to HIS account.

8.  It should keep working when you run the game later, because his account settings are now stored in his Cloud.

#212 Re: Main Forum » Too much money in the game? » 2014-01-31 10:05:55

Hmmm.... it's a good problem to have, though, I think.

I'll know by the end of the day how the removal of easy $2000 houses changes "how much money is stolen" and all that.  I can break it down per player, per robbery, etc.

#213 Re: Main Forum » Too much money in the game? » 2014-01-30 22:49:06

Oh, and I just realize that while the resale rate IS tweakable on the server, it is not passed from the server to the client... so I'd need to release v32 before tweaking the resale rate.

#214 Re: Main Forum » Too much money in the game? » 2014-01-30 22:41:40

Yeah, I already got rid of the $2000 empty houses by adding a 5 minute delay before a respawn house can ever show up on the list (whether it is built-out or not, but building usually takes more than 5 minutes, so then the house is listed instantly).  That 5 minute value can be tweaked in the settings as-needed, but it seems to be a good value.

As for the other stuff... let's see how the no-farming thing pans out.

ALSO, Josh.... I'm sorry, but you just have gotten too good at the game.  By the way... why didn't you win the contest?  :-)

#215 Re: News » Why Rampant Sales are Bad for Players » 2014-01-30 22:37:15

That's a reasonable suggestion... only small sales!  I mean, the trend these days are 80% discounts!

However, I've gone on the record with this promise, and there has been so much news about me doing that, that I need to stay the course for now, at least for this game.

#216 Main Forum » A bit overwhelmed » 2014-01-30 14:10:02

jasonrohrer
Replies: 3

Hey folks!

Just wanted to let everyone know that launch has been crazy good and I'm a bit overwhelmed.

3800 active players in the past day, with 410 active at this very minute.  This is by far the biggest amount of activity in The Castle Doctrine ever.

There are TONS of forum posts, both here and on Steam.  I'm doing my best to get through them all (I spent literally 12 hours yesterday doing nothing but Steam forums), but I'm never going to be able to respond to everyone.

Existing community members, I'm really counting on your now to help out the new players.  I see that many of you have been doing that, and I owe you all, big-time!

If anyone has an issue that is NOT being addressed in the forums, or something that really needs my response/attention, PLEASE email me and give me a heads-up about the issue:

jasonrohrer@fastmail.fm

Send me a link to the specific forum thread, and I'll jump in and respond.

Anyway, thank you all for making the Castle Doctrine launch a success.  Two years of work have definitely been worth it!

(I'm posting a similar message in the Steam forums.)

#217 Re: Main Forum » Trap help please » 2014-01-30 13:57:54

Thanks for helping here, Ukuko!

#218 Re: Main Forum » Chills? » 2014-01-30 13:56:44

There is a potential chill ONLY in the next life (or subsequent lives after that).

The chill is triggered by one of three things in your past life:

1.  You died in that house.

2.  You carried tools into that house.

3.  You reached the vault in that house.


We have the most people EVER playing the game right now (417 active players this very moment, and 3800 over the past 24 hours).

Thus, it's okay for the chill to be high right now, because it won't lock anyone out of the game unfairly.  There are 726 houses to choose from!  You'd spend all day paging through them all (I really need to add a "skip 10" arrow to that list now... yikes).

So, the chill is 24 hours.

BUT... to prevent certain camping exploits (like dying to drop a bounty in a house, and then camping in that house with a second account until the chill wears off), the chill only "ticks" when the house is live on the list.  It doesn't tick while it's being robbed or edited.

THUS, in practice, the chill will last more than 24 hours.  It will be in effect for 24 visible hours.

#219 Re: Main Forum » My castle just got robbed by a bot » 2014-01-30 13:50:59

Yeah, I watched that tape.... it was long!

But your maze was really complicated (nice design there!), and the person was just being REALLY careful... trying doors, then back-tracking to make sure opening the door didn't have some side-effect elsewhere.

The longest robbery ever (in the last 5-10 days) was 2800 moves long!

#220 Re: Main Forum » Wiring Guide » 2014-01-30 13:38:59

There was this thread with some tips:

http://thecastledoctrine.net/forums/vie … php?id=523

However, it's not exactly a guide.  Probably a video would be the best way to do this, but I don't have time to make one right now.  Maybe next week?

#221 Re: Main Forum » Huge Bounties » 2014-01-30 13:37:05

Yes, bounties work like this:

$200 starting.

+500 for each vault reach (with a 1-hour timer that prevents you from reaching the same vault over and over to pump up your bounty)

+1000 for each person murdered.

So... 29 murders in one lifetime really isn't that many!

#222 Re: Main Forum » Game balance sugestions- please salvage my remaining nerves and sleep » 2014-01-30 13:34:32

Yeah... "vulnerability" is the main aesthetic goal of this game.

Everyone should be vulnerable, and the richer you are, the worse it should actually become.  Yes, you have more to spend on security, but more people coming at you, and robbers are motivated to spend more trying to get what you've got.

I don't ever want you to "feel safe" in this game.

In fact, "vacation" should be the most vulnerable time!

#224 Re: Main Forum » Robbing Bitcoins » 2014-01-30 11:14:15

Yes, a pay-per-life server, where you get to steal real money 24-7 and cash out, is something I've thought about.

HOWEVER, you're right about the cheating incentive being huge at that point.  People could make a living by playing the game... and as soon as that's possible, well... everything would need to happen server-side.


I am super interested in that kind of game dynamic.  However, I don't think I'd do that with this game.  I'd build a game from the ground up around that concept, and do everything on the server.  Obviously, it would have to be turn-based on a longer time scale to make it work.

The problem with this game is that, during a robbery, you want to MOVE quickly and fluidly.  You don't want to wait 10 or 5 or even 1 second to make a move.  During peak server load times, the delays can be about like that!

Of course, it has something to do with the server architecture (where every client "move" is an HTTP request that makes a MySQL query and so on).  In a slower turn-based game, that would be fine, though!

(For this game, you'd really need to keep a socket open to each client to make robbery moves as fast as possible, which is fragile and bug-prone, etc...  but on a slower turn-based game, like Clairvoyance, you could stick with the robust HTTP/MySQL server.)

#225 Re: Main Forum » Trap help please » 2014-01-30 11:06:48

I think they mean the chihuahua, which kinda looks like a cat!

Okay, so once a given switch is passing power to something, that thing has power, no matter whether power is coming from other places or not.  If it's powered, it's powered.

Thus, once the "sticky" switch gets pressed, that's it:  those electric floors will be stuck on.

However, if the sticky switch is not pressed, then the floor can be turned on and off by pressing the toggle switch (either by dog or by robber).

In this map, if the person comes in from the left, the dog will see them, run over the switch, and then die on the electric floor.  At that point, the floor will be stuck "on" unless the robber can get back there to turn it off.  If the only path back there is across the sticky button, then the robber won't be able to turn the floor off without tools.

Board footer

Powered by FluxBB 1.5.10