well i'm with jackard on the whole key issue, but what about having the poor man's belt right click open (like a keyring does now), to have 2-3 generic inventory spaces? so that a player can attach anything to the belt (such as axe, waterflask, keyring if desired)
then there could also be a rich man's belt made of leather with silk stitching, and maybe a metal buckle, which could add a couple more squares to the belt slot.
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bitza
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Re: Hang Keyrings On Belts
Karede wrote: It takes a special kind of autism to play this game
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tristamizumi
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Re: Hang Keyrings On Belts
My thoughts on an improved system would be some sort of privilege system you control for gates, much like privileges for people on your claim, or if built by the LS/Chief of a village, some interface to allow/disallow certain members of the village for using the gate. The latter would require a better village management interface though.
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loftar
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Re: Hang Keyrings On Belts
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.tristamizumi wrote:My thoughts on an improved system would be some sort of privilege system you control for gates
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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DatOneGuy
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Re: Hang Keyrings On Belts
The preferred system as I see it would be a drawbridge/lever style system only openable from one side. Couldn't be properly implemented the way I see it until fast travel is done away with though...
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loftar
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Re: Hang Keyrings On Belts
That would have many advantages, for sure, but wouldn't that make it impossible to close the gate from the outside, and wouldn't that suck a bit?DatOneGuy wrote:The preferred system as I see it would be a drawbridge/lever style system only openable from one side.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Sarge
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Re: Hang Keyrings On Belts
Wild suggestion:
No physical keys, but rather a code, like the hearth secret system?
No physical keys, but rather a code, like the hearth secret system?
factnfiction101 wrote:^I agree with this guy.
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Thijssnl
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Re: Hang Keyrings On Belts
A huge improvement, basically what Jackard said earlier iirc?Sarge wrote:Wild suggestion:
No physical keys, but rather a code, like the hearth secret system?
Even better, a system in which you learn the password from the maker of the gate, and he/she can change it to liking. You cant spread the password because you need to get it from the maker, maybe like bandages are applied? (The maker of the gate can 'apply' the password on someone, he/she can open/close the gate without having a key or anything, if the password is changed everyone except the maker loses that skill to open/close). Sort of a privilege system indeed.
Loftar, I dont really get this, as there are some things a criminal outsider could still do.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.tristamizumi wrote:My thoughts on an improved system would be some sort of privilege system you control for gates
He/she could still build a ram.
Also, my view on this would be to make a skill (or mix it in with an existing one, I dont know) that makes a character able to learn a 'gate password' by watching people open it (maybe close as well). This would take an amount of times seeing someone do this, and ofcourse they must not notice you at that time.
With this comes extra stealth tactics and such, and maybe it could be tied to stealth (x intelligence?) how much times you need to see someone open or close a gate. A minimum of 3-5 times would be nice here, but a newb character could take up to 20, maybe 30 times?, to succesfully learn it by spying on a very stealthy character.
This way it is possible to trespass through gates, but it needs more skill than stealing or finding a key, or killing someone for it.
In return the owners of the plot could cut all trees and such, kind of like big cities do now to avoid ram attacks.
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Jackard
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Re: Hang Keyrings On Belts
viewtopic.php?f=5&t=5309Thijssnl wrote:A huge improvement, basically what Jackard said earlier iirc?
the idea being that once they do take fast travel out, youre going to need gate mechanics that dont suck. you give friends gate permissions ("keys") and anyone else trapped inside your place while you are gone could leave using a timed lever. and thieves can still sneak in while the gate is open, which it will be more often after teleports are gone
you could even leave the current keys in for whatever reason
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Bumbar
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Re: Hang Keyrings On Belts
Just link walls to claims. Anyone with access to claim, also gets authority to open gates on it.
This would make it impossible to build walls on unclaimed land, but since act of walling off some area means claiming that area, I see no problem in demanding that formal claim is made aswell.
This would make it impossible to build walls on unclaimed land, but since act of walling off some area means claiming that area, I see no problem in demanding that formal claim is made aswell.
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murphylawson
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Re: Hang Keyrings On Belts
With the password system, maybe make it possible to have a black skill called torture that would enable combat moves, that would maybe act like taming, except, without the wait periods. It would be very difficult to torture someone, but when they are "tamed" they would give up the password.
Bigzion wrote:Swimming.ForumIdentity wrote:Since cutlery got nerfed, what's a good way to gain LP besides buckets?