Change how gates/keys work.

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Lexi
Posts: 53
Joined: Wed Feb 03, 2010 9:27 am

Change how gates/keys work.

Post by Lexi »

Keys are annoying. You accidentally drop them in the water while harvesting clay and then you're fucked. You can't get back into your place because you've accidentally destroyed your key. It's like one of those really heavy nights out where you're pissed off your face on booze, and accidentally lock yourself out of your house. Except there's no booze, which makes it less thrilling.

Make kin able to open and close the gate that you've build, in exactly the same way claims allow people on/off your property.

We already have the mechanics in place (claims). Uh, maybe make it so you can still use the key for those in the playerbase who gain masochistic pleasure from accidentally destroying their keys and being locked out of their land.
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theTrav
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Re: Change how gates/keys work.

Post by theTrav »

A better solution would be to implement keyrings such that keys don't go into the same inventory that everything else goes into
Lexi
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Joined: Wed Feb 03, 2010 9:27 am

Re: Change how gates/keys work.

Post by Lexi »

theTrav wrote:A better solution would be to implement keyrings such that keys don't go into the same inventory that everything else goes into
Touche.

But I think I would rather a keybelt or a keypouch, because not everyone has access to metals to make keyrings from. Unless they were leather or string keyrings.
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Peter
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Re: Change how gates/keys work.

Post by Peter »

I prefer permissions, but whatevs.
Surprise.
Twentytwos
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Joined: Tue Feb 02, 2010 4:48 am

Re: Change how gates/keys work.

Post by Twentytwos »

Ill have to agree with keyrings, in a large village or privite farm you would be required to have claim or authority on every gate which can be done but far more annoying than a simple key ring.
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Chakravanti
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Re: Change how gates/keys work.

Post by Chakravanti »

Keyrings could have larger capacity than the leather keystrings and both should have a place on a toolbelt (Axes, scabbard, key-st/rings, etc.)

Of course, I like jackards idea of abstracting keys and just using permissions of some kind.

Till then, put the key on an alt and log the alt on to lock/unlock the gate.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Jackard
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Location: fucking curios how do they work

Re: Change how gates/keys work.

Post by Jackard »

Chakravanti wrote:Of course, I like jackards idea of abstracting keys and just using permissions of some kind.
so do i, lets use this
“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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Chakravanti
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Re: Change how gates/keys work.

Post by Chakravanti »

Jackard wrote:
Chakravanti wrote:Of course, I like jackards idea of abstracting keys and just using permissions of some kind.
so do i, lets use this
Don't gotta tell me.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Haba
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Joined: Sun Nov 01, 2009 9:36 pm

Re: Change how gates/keys work.

Post by Haba »

What a good idea! :roll:
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