Keymolds

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Thijssnl
Posts: 2389
Joined: Fri Mar 12, 2010 9:09 pm

Re: Keymolds

Post by Thijssnl »

JustasJ wrote:Just remove keys and make locks with 4-digit pin codes which would be required for opening the gate but not for closing it. Should do the work.
That a huge step in the good direction, although I would prefer you could just 'learn' how to use a specific gate from the builder and just open and close it.
Shouldnt take time to go through a gate.
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adyroty
Posts: 85
Joined: Fri May 07, 2010 6:39 pm

Re: Keymolds

Post by adyroty »

maybe if we could put all the keys in the belt would be better
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kralmir
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Re: Keymolds

Post by kralmir »

are you joking?

so now raiders only need to be told the 4 digit combination by a douchebag from the town.

ye..... i think i will just stick to useing crossroads.
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Riou1231
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Joined: Fri Mar 26, 2010 1:50 am

Re: Keymolds

Post by Riou1231 »

JustasJ wrote:Just remove keys and make locks with 4-digit pin codes which would be required for opening the gate but not for closing it. Should do the work.
If we did this anybody who was determined enough could simply keep on guessing the code in-order to get into the gates. This would probably just make things even worse, as a simple thief could just simply guess the code and break into your palisade, and ransack it.
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