Keymolds

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

Keymolds

Postby SlamBliss » Fri Jun 11, 2010 7:32 am

I did a quick search and didn't see anyone else suggest it, so I will here.
Could you implement nameable keymolds? I figure it wouldn't be much of a stretch because you can already name keys, but keeping track of keymolds when you have more than one can get a bit bothersome.
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Re: Keymolds

Postby Avu » Fri Jun 11, 2010 7:55 am

Remove keys altogether for walls. Just have them for houses and containers.
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Re: Keymolds

Postby theTrav » Fri Jun 11, 2010 8:17 am

I recommend against keeping keymoulds... it's kind of asking for trouble
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Re: Keymolds

Postby Granger » Fri Jun 11, 2010 8:23 am

Avu wrote:Remove keys altogether for walls. Just have them for houses and containers.


That would need directionls gates, since you'll have to be able to open/close them from one side - so a way to place them while deciding which side will be which...
Would be a nice addition, esp. in case the new gates would be big enough to let a wagon pass through.
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Re: Keymolds

Postby Jackard » Fri Jun 11, 2010 8:52 am

the only purpose keys have is being a security flaw for unwitting players. keys are dumb, remove keys

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Re: Keymolds

Postby SlamBliss » Fri Jun 11, 2010 9:00 am

So long as they keep the key system active it would be helpful. I'm not stupid enough to take keys with me but it makes village life easier. Strongbox doors are the best doors. :)
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Re: Keymolds

Postby DatOneGuy » Fri Jun 11, 2010 5:56 pm

This would be nice 'until' we get something better.

No one's saying that the key system isn't absolute shit, and no matter how hard it is (Make it 100 steel a gate for all I care) give us SOMETHING better as an option, however until then a way to label keymolds should be done either way, just like keys.
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Re: Keymolds

Postby Ariki » Fri Jun 11, 2010 9:34 pm

Right now keys are not only a nuisance but a security threat. They should only be used inside the village walls if even that. Right now the only efficient way is crossroad traveling and teleport to village/hearthfire.
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Re: Keymolds

Postby SlamBliss » Fri Jun 11, 2010 11:26 pm

But.. as stated above until they fix the system it would help.
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Re: Keymolds

Postby JustasJ » Thu Jun 17, 2010 1:27 pm

Just remove keys and make locks with 4-digit pin codes which would be required for opening the gate but not for closing it. Should do the work.
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