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DatSheep
- Posts: 540
- Joined: Thu Mar 22, 2018 2:24 am
- Location: A gay place with gay people yes
Re: One-way gates no longer needed
keeping them open sounds like a power move and potentially a bad idea if someone can find a way to circumvent the visitor debuff so yeah, same here I'd leave mine closed
Something died in my basement and gave me rubella
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: One-way gates no longer needed
The question isn't about keeping them open, but about being able to keep them closed without needing to carry a master key or setting up a multi-gate airlock system so you can come and go with a slave key.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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DatSheep
- Posts: 540
- Joined: Thu Mar 22, 2018 2:24 am
- Location: A gay place with gay people yes
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: One-way gates no longer needed
IMHO interaction with gates (open/close) shouldn't be prohibited by visitor, this would remove a whole class of exploits (especially the ability to combine a stick fence with a pclaim to perfectly secure cave entrances).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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boreial
- Posts: 536
- Joined: Mon Sep 02, 2013 4:02 am
- Location: Smack dab in the middle of NoWhere
Re: One-way gates no longer needed
I rather like this idea.DDDsDD999 wrote:Should just have a key that can open gates from both sides, but can't change the lock. No reason to change this system.