A Plea For Lock Changes

Thoughts on the further development of Haven & Hearth? Feel free to opine!

A Plea For Lock Changes

Postby overtyped » Fri Sep 20, 2024 4:21 am

Right now, a fresh character with 10 stealth 10 int, 10 dex can pick a wooden lock on a timber house in well under a minute.

I think this could use a change. A character with 10 stats against a wooden lock should take at least 5-10 minutes to pick on a house, but a shorter time on other objects, like chests. Although not good, people may then start considering the prospect of using one.

The juice here isn't worth the squeeze otherwise. Imagine investing in the prospect of constantly carrying a key around with you. Losing one of your precious inventory slots for a 45 second delay in being robbed? Whats the point?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: A Plea For Lock Changes

Postby DonVelD » Fri Sep 20, 2024 6:02 am

this person wants to make safe palisades with no palisades - hes trying to manipulate you Jorb
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Re: A Plea For Lock Changes

Postby sMartins » Fri Sep 20, 2024 6:20 am

What if he can't?
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Re: A Plea For Lock Changes

Postby overtyped » Fri Sep 20, 2024 6:32 am

DonVelD wrote:this person wants to make safe palisades with no palisades - hes trying to manipulate you Jorb

Wow, that's actually a really good idea for the early game. Thanks for the tip.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: A Plea For Lock Changes

Postby The_Blode » Fri Sep 20, 2024 2:23 pm

When i practiced picking a lock and learned that a starter lock on an unwalled house is trivially easy to crack, I figured I'd just ignore locks altogether aside from the required palisade gate locks.
I do this with a lot of the game's mechanics, sadly
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Re: A Plea For Lock Changes

Postby ZamAlex » Fri Sep 20, 2024 2:41 pm

Locks are good and useble right now - good quality lock can create oppsy situation for ppl who don't expect it. If devs touched smth here, we will in situation where every birchbark basket and urn with q3 bugs inside will have unbreakble locks, that create a lot of frustration and urges to destroy everything on their sight.
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Re: A Plea For Lock Changes

Postby Audiosmurf » Fri Sep 20, 2024 4:03 pm

Simple solution add consumable lockpicks and weigh lock quality against pick quality
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Re: A Plea For Lock Changes

Postby Robben_DuMarsch » Fri Sep 20, 2024 4:44 pm

Audiosmurf wrote:Simple solution add consumable lockpicks and weigh lock quality against pick quality


+1
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Re: A Plea For Lock Changes

Postby SnuggleSnail » Fri Sep 20, 2024 5:32 pm

Doors should remain unlocked +/- 60 seconds after the last time somebody entered or exited. Locks are already extremely strong. This man is complaining that something made from a single block of Q10 wood isn't powerful enough because it only eats 60 seconds @ low stats. Retarded.
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Re: A Plea For Lock Changes

Postby magnet » Fri Sep 20, 2024 6:30 pm

DDDsDD999 wrote:Escaping
Through the use of speed buffs and critters the escapee can create a lot of distance. Maintaining enough distance (a little below vision range) for about 20 seconds will result in aggro being dropped.


so don't you only need 20 seconds inside a locked cabin before you can begin hearthing back ??
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