Hang Keyrings On Belts (Reminder: Keys Still Suck)

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

Re: Hang Keyrings On Belts

Postby Potjeh » Wed Aug 04, 2010 4:06 pm

loftar wrote:The core of the criminal actions system is that it never forbids anything as long as the character has the right skills, though. In that way, it would make it much easier to trespass through walls, since the trespasser would only need the skill rather than having to wait an ingame day for the battering ram to dry.

It wouldn't be the first exemption. You can't destroy authority objects with vandalism, can you now?

Anyway, I too think you should just abstract key through the permissions system. If you have trespassing rights, you can open and close gates, no levers or any stuff like that. Unclaimed gates can be used by anyone. Criminal skills don't let you use gates you don't have rights to.

I'm guessing you want gates to be vulnerable to some degree, but keys are a bad way to do it because they punish you hard for a little bit of convenience. Do you honestly think that gatekeeper alts are good emergent gameplay? This would be much better handled with a lockpicking system, with an arms race between lock and lockpick quality. The lock should be in much better position, of course, so rams aren't made completely useless.
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Re: Hang Keyrings On Belts

Postby Jackard » Wed Aug 04, 2010 6:31 pm

Potjeh wrote:The lock should be in much better position, of course, so rams aren't made completely useless.

part of this could be that lockpicking a gate only admits the picker
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Re: Hang Keyrings On Belts

Postby Sarge » Wed Aug 04, 2010 7:34 pm

Request to split thread or rename to "Alternatives to gate keys" or something easier to hit when we search for it later.
factnfiction101 wrote:^I agree with this guy.
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Re: Hang Keyrings On Belts (Reminder: Keys Still Suck)

Postby Killface » Wed Feb 05, 2014 7:35 am

Bump. BUMP. FOR FUCKS SAKE.
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Re: Hang Keyrings On Belts (Reminder: Keys Still Suck)

Postby Lord_of_War » Wed Feb 05, 2014 8:38 am

Killface wrote:Bump. BUMP. FOR FUCKS SAKE.

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Re: Hang Keyrings On Belts (Reminder: Keys Still Suck)

Postby borka » Wed Feb 05, 2014 11:21 pm

I'd better like a keyring with space size like LCs or cupboards
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Re: Hang Keyrings On Belts (Reminder: Keys Still Suck)

Postby LadyV » Thu Feb 06, 2014 9:54 am

I'd like more uses for belts so I'm not opposed to it.
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Re: Hang Keyrings On Belts (Reminder: Keys Still Suck)

Postby harushu » Thu Feb 06, 2014 8:29 pm

How about at least allowing the owner of a claim or the chief of a village the ability to change the lock and acquire a new key. If someone does loose the key to a lock then it can be changed and new keys can be handed out thus still allowing for security. I also like the idea of equipping the key ring and instead of just attaching it to a belt (since there seems to be a coding problem with doing so), then how about a new craft able item: keyring belt. You take a key ring and a belt and craft. It can open just like a keyring when not worn but can be worn on the belt slot and frees up inventory space.. should be easy to code. but just my opinion on the matter.
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Re: Hang Keyrings On Belts (Reminder: Keys Still Suck)

Postby Gray » Mon Mar 03, 2014 5:55 pm

I definitly like a memorized password idea if there is a black skill called torture wich allows you to extract the password and kinlists. You should have to build a outpost tower at the gate where you feed the guard that opens the gate.

Or just the belts that can store keys and arent a part of your actual inventory.

In my opinion I dont think players should be robbed of the chance of getting inside somebody's brickwall without bashing it.
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Re: Hang Keyrings On Belts (Reminder: Keys Still Suck)

Postby harushu » Fri Mar 07, 2014 5:35 am

Gray wrote:In my opinion I dont think players should be robbed of the chance of getting inside somebody's brickwall without bashing it.


I can agree with that, but There should be a way to change the lock that provides a new key without bashing in your own door. As it sits right now when you kill someone and get the key you have permanent access to the place, because we cannot replace the lock, we cannot build around it to build a new door (because the corner post are going be sealed and cannot be unsealed). So as there should be a way for raiders to get the key and get in, there should also be a counter measure that allows the owner/law speaker of the claim to change the locks and receive a new key for that lock. The raider may or may not have time to do raiding based on how active the players of the claim are and how responsive they are about a set of lost keys. Just saying more balance is needed is all.
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