The end of keys and teleporting !!

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

The end of keys and teleporting !!

Postby Whitehead1771 » Tue Oct 12, 2010 8:39 pm

Ok so it has been discussed before but with no real solution to the problem of keys and teleporting.

If indeed teleporting is on the way out but the problem of keys / gates is holding it back.... here is a simple ( not being a programmer i can only hope the code is simple)
way of removing all teleportation.

1st : Gates. on unclaimed land anyone can open them just like fences.
on village claim only village members can open them
on personal claim ( supperseding village) only that person may open them ( or anyone with trespass permission )
- in any case the gate only stays open as long as you are within x(#) of tiles them auto closes

2nd : teleporting. simply gone. without keys walls will stay effective no need for CR's leading out. no HF or village jumping. with one small change here. add guiding arrows like while in party to keep people from getting lost or don't might be fun if people can't find their way back to their farm.

That's my 2 cents on getting rid of teleporting

PS: bridges would help in the creation of world spanning roads.
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Re: The end of keys and teleporting !!

Postby Thijssnl » Tue Oct 12, 2010 8:44 pm

There must be tons of things to say against this, but I'm actually for removing teleporting, and this doesnt sound too bad.
+1
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Re: The end of keys and teleporting !!

Postby Chakravanti » Tue Oct 12, 2010 8:53 pm

Actually Jackard already has a claim based gate proposition that looks a little like this. But every gate should have it's own user list that is written by the highest authority (Village>personal>Currently held authority>builder). The person with the highest authority can add people to the list and color them with authority to do the same (and impose limits on doing so).

The list, regardless of loss or decay or abandonment or theft will remain the same until someone either gives the authority to someone else or destroys the gate and builds a new one.
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Re: The end of keys and teleporting !!

Postby DatOneGuy » Tue Oct 12, 2010 10:19 pm

No to everything in OP.


Yes to Jackard's suggestion being implemented though.
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Re: The end of keys and teleporting !!

Postby Jackard » Tue Oct 12, 2010 11:32 pm

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Re: The end of keys and teleporting !!

Postby BWithey » Tue Oct 12, 2010 11:57 pm

I'm all for the removal of teleportation.. But I want to keep keys.

Keys should exist, without teleportation, they remain necessary for getting into and out of towns. Being killed for your key is just one of dangers of a living in a sometimes violent world. What I *WOULD* like to see included is the ability to change the locks in the event one of your keys get stolen, without having to build a whole new gate.

Yes, this would require creating a whole new set of keys, and yes, this would create a bunch of keys that just don't work anymore.

I enjoy the perils involved with security as it sits, and see no reason to change anything other than making keys MORE necessary.
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Re: The end of keys and teleporting !!

Postby DatOneGuy » Wed Oct 13, 2010 12:05 am

BWithey wrote:I'm all for the removal of teleportation.. But I want to keep keys.

Keys should exist, without teleportation, they remain necessary for getting into and out of towns. Being killed for your key is just one of dangers of a living in a sometimes violent world. What I *WOULD* like to see included is the ability to change the locks in the event one of your keys get stolen, without having to build a whole new gate.

Yes, this would require creating a whole new set of keys, and yes, this would create a bunch of keys that just don't work anymore.

I enjoy the perils involved with security as it sits, and see no reason to change anything other than making keys MORE necessary.

You should probably read Jackard's whole post he linked to, keys are shit. They waste a slot that otherwise I could use, keyrings are way too small for any thing that would require keys post-transportation. It's all just ridiculous.
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Re: The end of keys and teleporting !!

Postby Potjeh » Wed Oct 13, 2010 12:06 am

People would just use key alts and multiclient, which would be wonderful for the lag. If it's easier to accept it, pretend it's a town gate and there's guards there who open the gates for citizens only.
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Re: The end of keys and teleporting !!

Postby Sotsa » Wed Oct 13, 2010 12:15 am

Keys are cool.
Keyring goes in equipment slot, self closing gates that slam shut after a set amount of time.
I am against having some gay ass kin/village/claim system, and think that it should be possible to commit mistakes.
I love that J-Lo hates us, it makes for an interesting game.
Before you take insult to this post, keep in mind that I am simply a warrior of truth.
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Re: The end of keys and teleporting !!

Postby DatOneGuy » Wed Oct 13, 2010 12:22 am

Sotsa wrote:Keys are cool.
Keyring goes in equipment slot, self closing gates that slam shut after a set amount of time.
I am against having some gay ass kin/village/claim system, and think that it should be possible to commit mistakes.
I love that J-Lo hates us, it makes for an interesting game.

I believe in mistakes as well, and no system should be flawless at protecting you, but keys are just bullshit as they stand, make a goddamn town 'gate opener' or simulate one, having to make a character public t a town that holds keys is bullshit + 100. :lol:

Keys 'need' to be fixed when crossroads eventually go bye bye.
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