Keeping robbers away.

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Re: Keeping robbers away.

Postby sabinati » Wed Aug 12, 2009 6:55 pm

Delamore wrote:What I'd like to see is two things:
Lockpicks and locks made of various materials, link it in with the quality system the devs are talking about
Clay 1-20 quality
Cast 1-40
Wrought 1-70
Steel 1-100

With the same applying to lockpicks.
So an example formula that could be used:
(Stealth /3 + Lockpick quality) - Lock quality *2 giving you the chance of you picking the lock, with a solid %X chance of the pick breaking regardless of the outcome.
This would make the investment involved in stealing from someone nearly on par with the investment of the things protected.
While the maths isn't perfect, it's an example of how a system could work.


this but there should be an int and per check in there as well
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Re: Keeping robbers away.

Postby Potjeh » Wed Aug 12, 2009 6:57 pm

I like the sound of that. Making theft actually costly to the thief should discourage the griefer "thieves" we get these days.
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Re: Keeping robbers away.

Postby kobnach » Wed Aug 12, 2009 7:10 pm

loftar wrote:
foboslc wrote:Use altstorage. The more people use it, the faster it will get fixed.

We are very unsure just how to fix that problem, though. The only real thing we are sure of is that it is a problem and that it needs to be fixed.

We are currently leaning towards a model that will make some scream out in terror, I believe, but I'll put it out here for future reference (and note that we have far from decided) -- the model is that 1) if one logs out without having a Hearth Fire, everything they have in their inventory or equipped will be stripped of them and left on the ground where they logged and; and 2) that it will be possible to steal stuff from logged-out players' inventories by interacting with their Hearth Fires.

Got a few screams, yet? Well, at the very least, we are planning on mitigate this
1) By always leaving Theft scents by people doing that (regardless of the Hearth Fire being claimed, that is);
2) By adding actual vaults (an actual safe, made from like 10 bars of steel and yielding a key much like the wall gates, taking as much or more damage as a segment of brick wall, and only being possible to carry away by characters with like 200 or more in strength); and
3) By making it harder to steal "senselessly" in general (as stated previously, we would like it to be possible to be a thief, or even form bandit gangs, but it is unreasonable that one or a couple of players can pillage and destroy an entire settlement in any short amount of time when every inhabitant is logged off).

Please do comment on this. If you have any better suggestion for preventing alt storage, we'd like to hear it, because the above is just the best thing we've been able to think of.


As I've said before, I believe it should be possible to preserve a _small_ amount of items without any possibility of theft. I think people went to alt vaults because the cabin vault was made unworkable. Cabin vaults were limited, though perhaps a bit too large. Now we have infinite safe storage on infinite alts - and people are used to it. And the size makes up for not having a perfectly safe place for work in progress - crucibles, herbalism tables, etc.

Yes, we have brick walls. And most players who can break into brick walls are disinclined to lose such an expensive character doing so. Nonetheless, it is perfectly possible for such an individual to (1) go full tradition (2) break into a large number of vaults, safes, etc. (c) stash the loot (preferably somewhere not connected with the thieving character) (d) get summoned and killed (d) come back and enjoy the profits under another name (e) lather, rinse, and repeat approx. every 2-3 RL weeks, to give time to get back to full tradition. I expect this will happen as soon as a player who would enjoy this gets a character strong enough - or as soon as alt vaults are made unavailable, whichever comes second. (At the moment there's no point - anyone with serious game experience has the majority of their wealth in alt vaults, so all you'd get it whatever cast they had in the crucibles, or eggs on herb tables.)

Also, of course, your proposal won't work across the map reset, when no one will have a hearth fire. I thought the main urgency on fixing alt vaults was to avoid having an industrious group of players bring 50 alt vaults per player to the new map, and have a fully set up village in next to no time... enabling them to then prey on everyone else while they try to get set up... or just have comfort and safety in the new world, rather than a painful mad scramble.
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Re: Keeping robbers away.

Postby Delamore » Wed Aug 12, 2009 7:16 pm

kobnach wrote:As I've said before, I believe it should be possible to preserve a _small_ amount of items without any possibility of theft.

Explain how this does not bring back alt vaults.
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Re: Keeping robbers away.

Postby kobnach » Wed Aug 12, 2009 7:17 pm

loftar wrote:2) By adding actual vaults (an actual safe, made from like 10 bars of steel and yielding a key much like the wall gates, taking as much or more damage as a segment of brick wall, and only being possible to carry away by characters with like 200 or more in strength); and


These vaults are useless - a brick walled area holds far more, costs less steel, takes the same effort to get into, and can be shared with your friends. It also can't be picked up by a strong griefer having only tresspass, who then stands on another movable object and logs out - without leaving a summonable clue.
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Re: Keeping robbers away.

Postby kobnach » Wed Aug 12, 2009 7:18 pm

Delamore wrote:
kobnach wrote:As I've said before, I believe it should be possible to preserve a _small_ amount of items without any possibility of theft.

Explain how this does not bring back alt vaults.


I'd rather have alt vaults than the total absence of safe storage.
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Re: Keeping robbers away.

Postby kobnach » Wed Aug 12, 2009 7:23 pm

loftar wrote:We are currently leaning towards a model that will make some scream out in terror, I believe, but I'll put it out here for future reference (and note that we have far from decided) -- the model is that 1) if one logs out without having a Hearth Fire, everything they have in their inventory or equipped will be stripped of them and left on the ground where they logged and; and 2) that it will be possible to steal stuff from logged-out players' inventories by interacting with their Hearth Fires.



One more unintended consequence - a lot of people will decide a hearth inside their brick wall is cheaper than a chest inside their brick wall, raising the civilization level even more.

On the good side, planting 50 or 60 alts with hearths inside a mine will finally solve the lighting problem. ;0
Last edited by kobnach on Wed Aug 12, 2009 7:23 pm, edited 1 time in total.
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Re: Keeping robbers away.

Postby Delamore » Wed Aug 12, 2009 7:23 pm

kobnach wrote:
Delamore wrote:
kobnach wrote:As I've said before, I believe it should be possible to preserve a _small_ amount of items without any possibility of theft.

Explain how this does not bring back alt vaults.


I'd rather have alt vaults than the total absence of safe storage.

Too bad the devs have said they are removing it.
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Have you ever heard of editing a post? or possibly crying less? either would work unless boosting your post count is the only important thing for you.
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Re: Keeping robbers away.

Postby kobnach » Wed Aug 12, 2009 7:31 pm

Almost safe storage with alts in loftar's new world.

Build a brick wall honeycomb. (Checkerboard). Each cell has room for the hearth of one alt. Build as many layers of brick wall as you have patience for around the storage calls. No gates. Alts login at ROB or a village idol to be loaded/unloaded.

It's not quite as safe as putting houses in a row, with each door blocked by the next house, but it's close enough for government work, provided some maintenance is done. (Interior maintenance is done by more alts with hearths in the honeycomb. So if you see it as a checkerboard, red squares contain hearths for storage alts, black squares contain hearths for maintenance alts.) And oh yeah - see if you can write a macro to do the wall repairs ;-))
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Re: Keeping robbers away.

Postby kobnach » Wed Aug 12, 2009 7:32 pm

Delamore wrote:Have you ever heard of editing a post? or possibly crying less? either would work unless boosting your post count is the only important thing for you.


People complain about walls of text when I make long posts, and complain about edits if they respond while I'm editing. Given that I can't please all the complainers, I choose to please myself.
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