Locks

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Drakale
Posts: 23
Joined: Sat May 30, 2009 12:07 am

Locks

Post by Drakale »

I would like to see locks implemented at some point, where a locksmith can create a standard lock and a master key. The locksmith can then use a forge or something to create as many copy of the key he want. The lock can be added to any coffer, door gates, etc... by selecting it and right clicking on the object. Once locked, anyone that own the right key in his inventory can open the container/door.

There would of course be a second skill, picklocking, to open lock without keys. This skill should take a while to use, and it should be visible to anyone within sight that a lock is being picked.

There might be issues if someone lock a player inside a house and the victim does not have the lockpicking skill. Doors should always be openable from the inside to solve this.

So it doesn't prevent theft, but like in real life it increase the chance for the legitimate owner to catch the rascal in action. I believe it would be more fun for the thief too if there was some risk involved in the heist.
Cejer
Posts: 34
Joined: Sat May 30, 2009 5:14 am

Re: Locks

Post by Cejer »

I would recommend this with the following amendments.
1: There should be a keyring equipment slot to carry all of your keys. Lets be honest, everyone is going to want a locked house. Requiring an inventory slot is not a tradeoff; it's an inventory tax.
2: Locked doors require a key or the lockpicking skill, always. How else are prisons going to work?
Drakale
Posts: 23
Joined: Sat May 30, 2009 12:07 am

Re: Locks

Post by Drakale »

Prisons are a bad idea because nobody want to play a prisonner. Not more than 10 minutes anyway. Imagine the grief :/

I fully agree on the keyring thing.
User avatar
sami1337
Posts: 1125
Joined: Tue May 26, 2009 1:52 pm

Re: Locks

Post by sami1337 »

being a prisoner would be worse than perma death.
The ones who see things differently.

You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
Cejer
Posts: 34
Joined: Sat May 30, 2009 5:14 am

Re: Locks

Post by Cejer »

Precisely.
User avatar
foboslc
Posts: 48
Joined: Mon Jun 01, 2009 2:25 am

Re: Locks

Post by foboslc »

Prisons are good idea, and would let some nifty player interactions to happen. Just think. Tortures. Interrogations. Prisonbusting. Fun.
User avatar
Laremere
Posts: 736
Joined: Fri May 29, 2009 9:02 pm

Re: Locks

Post by Laremere »

Prisons force players to stop playing the game. At no point should anyone ever be forced to stop playing the game.
Image
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Locks

Post by loftar »

That isn't actually necessarily true though, I think. It should be perfectly reasonable to create a new character and arrange for a prison-bust, for example. And, for that matter, one part of imprisoning someone is that you usually let them out after some time. I'm not completely unconvinced. Of course, right now, it's impossible to create a prison, since you can't move someone's hearth fire.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
kaka
Posts: 673
Joined: Fri Apr 03, 2009 8:31 am
Location: Château de Gâteau

Re: Locks

Post by kaka »

Will that newly created character be able to inherit skills and attributes from older
characters or will you be forced to start from square one?
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Locks

Post by loftar »

He'd have to start from scratch, of course, but then again he only exists for the purpose of getting the first one back, and so, depending on the situation, might not need to be ground too much.
"Object-oriented design is the roman numerals of computing." -- Rob Pike

Return to “Critique & Ideas”