Multipass

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Lunarius_Haberdash
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Multipass

Post by Lunarius_Haberdash »

I'd like to see a new form of key made that can be keyed to multiple locks, and they need to come in Master and Slave varieties, just like normal keys.
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loskierek
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Re: Multipass

Post by loskierek »

multiple locks? just like picking up your key and attuning it to a lock before putting it on gate/doors/chest that we have now?
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2d0x
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Re: Multipass

Post by 2d0x »

Lunarius_Haberdash wrote:I'd like to see a new form of key made that can be keyed to multiple locks, and they need to come in Master and Slave varieties, just like normal keys.
I don't understand... How is this different from the current state of affairs?
Make other uninstalled locks match the same key: Have the new lock(s) in your inventory, hold the Master Key and right-click a new lock with it and wait. Repeat for each new lock. Gates fitted with these locks can now be opened with any key that matches the Master Key used. You will not receive new keys when installing these locks.
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rye130
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Re: Multipass

Post by rye130 »

Yikes!
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shubla
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Re: Multipass

Post by shubla »

Right click a lock with master key and then they will use the same key.
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Omnipotent
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Re: Multipass

Post by Omnipotent »

As the others have mentioned, this is already a thing. Just right click your master key onto another lock and it will key your lock to that exact same key.

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Hrenli
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Re: Multipass

Post by Hrenli »

To be fair, there is a slight difference between OP suggestion and how it is right now.

In the proposed scheme it would be possible to have locks A, B and C with corresponding keys. One hearthling could carry all three keys, but a less privileged hearthling could be trusted only with key A, for example. The proposal is to make an ABC key (instead of three separate keys as how it is right now) to save space on first hearthling keyring.

But the benefit is so minimal that it's not worth to bother IMO, especially considering how inelegant the solution would look like. Keyring's main purpose is basically to deal with that and it works.
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2d0x
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Re: Multipass

Post by 2d0x »

Hrenli wrote:To be fair, there is a slight difference between OP suggestion and how it is right now...
To be even more fair, this is just one of the options for interpreting what the OP wanted. And I think he would have written if he wanted something irrelevant to the existing one.
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Sevenless
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Re: Multipass

Post by Sevenless »

While I see the potential use, I feel the system is a bit overcomplicated for what it achieves. I'm not sure it's worth confusing nubs for the small amount of convenience gained.
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Lunarius_Haberdash
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Re: Multipass

Post by Lunarius_Haberdash »

Sevenless wrote:While I see the potential use, I feel the system is a bit overcomplicated for what it achieves. I'm not sure it's worth confusing nubs for the small amount of convenience gained.
I have multiple uses for this for people in and out of my village and kin list, and I don't feel 'adding complication' make sit a bad thing. I don't understand the 'small amount of convenience' focus.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.

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