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DatOneGuy
- Posts: 5553
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Re: The end of keys and teleporting !!
Keys are a good mechanic in the way that they allow a place to still be 'broken into' via the gate. They are shit in that they waste a slot, are dangerous to take out, and mean that you will always need to use alts.
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sabinati
- Posts: 15527
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- Location: View active topics
Re: The end of keys and teleporting !!
"the only problem with it is that it doesn't work" is a great way of saying it
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jorb
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- Location: Here, there and everywhere.
Re: The end of keys and teleporting !!
It would be if it worked.Potjeh wrote:I got the impression from your last post that you think keys are a good mechanic.
In theory I like the idea of catching a villager out afield and then using him/her to gain access to his/her village. The fate of the whole village riding on one card kind of appeals to me. The problem with said mechanic is obviously that the effect it has is to make both gates and keys security risks that one simply cannot afford to take. When my friend came to live with me at my place I had to have her live outside of my fortress, because I couldn't run the risk of having her be murdered and her key stolen. Naturally, that sucks. Gates/keys should not be quite the gaping security holes that they are today.
http://en.wikipedia.org/wiki/Keys_to_th ... o_the_City
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Potjeh
- Posts: 11825
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Re: The end of keys and teleporting !!
In practice it's worst thing since Big Rigs: Over the Road Racing. Do you honestly think that death is so mild that you need to fuck the whole village up the ass every time somebody dies? If yeah, you should consider bricking people's computers when they die, or delivering 10 000 volts of electricity to their nuts with some sort of a USB device that's required for playing. It'd be better than the village-rape.jorb wrote:In theory I like the idea of catching a villager out afield and then using him/her to gain access to his/her village. The fate of the whole village riding on one card kind of appeals to me.
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jorb
- Posts: 18715
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Re: The end of keys and teleporting !!

"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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jorb
- Posts: 18715
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- Location: Here, there and everywhere.
Re: The end of keys and teleporting !!
You are arguing points that I'm not contesting, and your hyperbole is a bit over my top. Good day. 
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Potjeh
- Posts: 11825
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Re: The end of keys and teleporting !!
Yeah, I'm saying lots of things for dramatic effect, but keys are seriously a mechanic worthy of Derek Smart rather than you guys. Their sole purpose is to severely punish people for the cardinal sin of playing in a group in an MMO. The only reason villages work right now is that teleportation allows us to circumvent keys.
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Jackard
- Posts: 8849
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- Location: fucking curios how do they work
Re: The end of keys and teleporting !!
keys are the worstPotjeh wrote:Yeah, I'm saying lots of things for dramatic effect, but keys are seriously a mechanic worthy of Derek Smart rather than you guys. Their sole purpose is to severely punish people for the cardinal sin of playing in a group in an MMO. The only reason villages work right now is that teleportation allows us to circumvent keys.
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Zirikana
- Posts: 284
- Joined: Sat Jan 30, 2010 7:36 pm
Re: The end of keys and teleporting !!
It seems like the biggest advantage to having keys is the possibility for having the key stolen, but the downside is that people just use altvaults and fast travel to make those keys irrelevant.
I'm going to propose the kernel of a possible solution, largely inspired by jackard's idea of abstracting "keys" out of the game alltogether. If anyone belonging to the village can be given "key" priveleges to whichever gates exist on the village claim, then when that villager gets killed they have the responsibility to take some kind of action like "throw key" or "bury key" or something that would symbolically hide or destroy the key. If they die failing to do this, the killer can loot the "key" from the corpse, essentially giving that player access to whatever gates the killed person had. This would disincentivize a village leader giving key priveleges to weaker/low-con players who could easily be one-shotted. Or, the leader could give a blanket order that no weak players are allowed to leave the village walls for any reason ever. If they disobey, the village is then at risk. So there would be no more "key" object, merely a new pair of combat actions (namely "lose key" and "steal key") and a new "privelege" variable for the player class. This solution would be somewhat smaller in scope than the full on village system overhaul that a lot of you all are pushing for (and rightly so imo). In fact, it may serve as a good first foray into the overall overhaul (see what i did there?).
I'm going to propose the kernel of a possible solution, largely inspired by jackard's idea of abstracting "keys" out of the game alltogether. If anyone belonging to the village can be given "key" priveleges to whichever gates exist on the village claim, then when that villager gets killed they have the responsibility to take some kind of action like "throw key" or "bury key" or something that would symbolically hide or destroy the key. If they die failing to do this, the killer can loot the "key" from the corpse, essentially giving that player access to whatever gates the killed person had. This would disincentivize a village leader giving key priveleges to weaker/low-con players who could easily be one-shotted. Or, the leader could give a blanket order that no weak players are allowed to leave the village walls for any reason ever. If they disobey, the village is then at risk. So there would be no more "key" object, merely a new pair of combat actions (namely "lose key" and "steal key") and a new "privelege" variable for the player class. This solution would be somewhat smaller in scope than the full on village system overhaul that a lot of you all are pushing for (and rightly so imo). In fact, it may serve as a good first foray into the overall overhaul (see what i did there?).
"Bein' a minotaur is a lot like bein' a regular human except moo" - J. Rowland
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Jackard
- Posts: 8849
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- Location: fucking curios how do they work
Re: The end of keys and teleporting !!
the problem with that is if someone doesnt buy the idea of abstracting keys, they probably arent going to go for something that lets them vanish on death
it reminds me of this one [terrible] full-loot ffa pvp game called Mortal Online - before it was patched, people used to destroy all of their armor/items when they were losing a fight so their enemy couldnt loot them
it reminds me of this one [terrible] full-loot ffa pvp game called Mortal Online - before it was patched, people used to destroy all of their armor/items when they were losing a fight so their enemy couldnt loot them
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”