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Author Topic: Castle doctrine - MMO house defense - Dev in thread  (Read 17672 times)

MrWillsauce

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #180 on: March 19, 2013, 02:12:41 pm »

Quick question - can any item break or otherwise disable an electric floor trap that isn't currently on?
Only cutting the wire or disabling the object that carries power to it can make an unpowered electric floor 100% safe.
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Neyvn

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #181 on: March 19, 2013, 02:39:47 pm »

Walk into a House... See this...
Spoiler (click to show/hide)
« Last Edit: March 19, 2013, 02:52:30 pm by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

MrWillsauce

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #182 on: March 19, 2013, 02:44:18 pm »

Walk into a House... See this...
Spoiler (click to show/hide)
You saw a broken embedded image?
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Neyvn

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #183 on: March 19, 2013, 02:49:47 pm »

You saw a broken embedded image?
Not for me... Hmmmm...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Neyvn

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #184 on: March 19, 2013, 02:52:51 pm »

Fixed it with a different link, hope that helps...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

MrWillsauce

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #185 on: March 19, 2013, 02:53:40 pm »

I was still able to use it by copying the image URL, but it doesn't didn't appear in the thread for me. Anyway, it's totally accurate. Pit bulls should be changed. They definitely have a place in the game, but I'm tired of half of the houses I visit having an absolutely retarded amount of pit bulls stalking the front door.

E: It shows up now.
« Last Edit: March 19, 2013, 02:56:34 pm by MrWillsauce »
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Shadowlord

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #186 on: March 19, 2013, 03:38:44 pm »

You know what's frustrating? That you lose everything, including your current design, when you die while testing your own house.
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MrWillsauce

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #187 on: March 19, 2013, 03:43:21 pm »

You know what's frustrating? That you lose everything, including your current design, when you die while testing your own house.
That's part of the fun!
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Leafsnail

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #188 on: March 19, 2013, 04:06:29 pm »

I'm pretty sure that's the most common cause of death for real life paranoid trap builders.

My house seems pretty impenetrable so far.  It would require a lot of brute force to get in, and I'll improve it when I can be bothered to.

Quick question: what do bricks do?  Break windows?
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MrWillsauce

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #189 on: March 19, 2013, 04:07:54 pm »

Quick question: what do bricks do?  Break windows?
I don't know if you can break windows with them, but you can certainly use them to depress pressure plates from afar and wake sleeping dogs.
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Evil Marahadja

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #190 on: March 19, 2013, 04:10:12 pm »

You know what's frustrating? That you lose everything, including your current design, when you die while testing your own house.

1++++

I have died three times. Every one of them was when I missed something in my design that killed me.
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Leafsnail

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #191 on: March 19, 2013, 04:27:19 pm »

Something I learnt from Aavak's videos: always do a "dry-run" before having a serious test of your traps.  Replace pitbulls with chihuahuas.  Replace pits/ electropads with wires and have another electropad in a harmless place so you can check if you would have died when stepping on a wire.  Add extra escape routes if you have a maze style design.  Other than one stupid "Yep, looks like my electropad system does work" very early on I've managed to avoid dying to my own traps so far.
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MrWillsauce

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #192 on: March 19, 2013, 04:28:37 pm »

I kind of like the thrill of not knowing for certain that you will survive your own traps.
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Leafsnail

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #193 on: March 19, 2013, 06:20:49 pm »

So, after playing for a while I think there are two major issues that need to be addressed:

1. Electro-pads.  There needs to be some way of dealing with ones that aren't lit up - I found it quite trivial to create an electropad system that will be off until you step on it, and which can only be deactivated for one turn by doing a set of weird moves which there's no hint for.
2. Damage to buildings.  It's cool, but it's quite easy to set up a level so that it'll be totally unwinnable (eg turn one electro-pad shock) for future players after one person comes in and breaks a wall.  Basically the level really needs to be re-approved after damage.
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ScriptWolf

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Re: Castle doctrine - MMO house defense - Dev in thread
« Reply #194 on: March 19, 2013, 06:24:15 pm »

I agree on the electropad thing, it's very annoying you can't prevent it when you are already on top of it.

I think the building damage being permanent in some cases is a good thing, and no ones trap is ever impossible you just need the right tools and time :P
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He must be running 3.5 abacuses of RAM
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