Palisade (fence) locks can be picked

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Palisade (fence) locks can be picked

Postby serVar161 » Sun Apr 19, 2026 8:47 pm

Idea:
Palisade (fence) locks can be picked.
I don't quite understand how a palisade can be opened from the outside with a key, but if there's a lock, it can be picked.

Reason:
1) Palisades are usually equipped with standard quality 10 wooden locks or whatever is available. There's no point in using high-quality or metal ones—they can't be picked anyway.
2) Houses inside the palisade are locked with similar locks. Although normal locks are more common.
3) Chests and cabinets are rarely locked because of the guest buff, and only trusted players have access. Extra locks, extra keys—why bother?
4-5) Lockpicking isn't used, and stealth isn't leveled up to speed up lockpicking. There's nothing to pick. Stealth is leveled up only for hiding tracks or for crafting.
If enemies penetrate the palisade without the Guest buff, they will either take the keys from the owner's body or break in slowly with their current stealth level. Leveling up Stealth is not necessary.

What will this do?
This is good for both "good" and "bad" players:

- You can break into palisades and infiltrate other villages. You'll still get the Guest buff, but even with the Guest buff, you can gather useful information. You can raid them if you find anything interesting or sell the information about the base.
- This will give you the opportunity to see how other bases are laid out and designed. This, in turn, may encourage you to create more interesting and beautiful bases so you won't be embarrassed in front of a burglar.
- Bases will be built more securely against intrusion.
- Lockpicking will become a skill.
- It will encourage you to create and install good, high-quality locks, which will increase demand for locks and the materials they're made from.
- People will start using safes.
- Stealth will be improved. And perception to detect traces of intrusion and hacking by very stealthy players.
- Even those who prefer to stay home will likely start leveling up their combat skills to punch an insolent burglar in the face.
- You will be able to infiltrate abandoned territory without waiting for the palisade to fall.
- No more worrying about losing the master key and having to demolish the gate and half the palisade instead of replacing the lock.

With some changes, you will be able to:
- Create thief characters (without the ability to hack the palisade and infiltrate, this is impossible)
- Create prisons, serf villages, and slave traders (without the ability to escape, this will be uninteresting)
My english is bEd.
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Re: Palisade (fence) locks can be picked

Postby Fostik » Sun Apr 19, 2026 8:52 pm

This is a very dangerous addition, as there are always several ways to elevate permissions using mistakes of base planning or poorly tested new features, big no.
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Re: Palisade (fence) locks can be picked

Postby serVar161 » Sun Apr 19, 2026 9:09 pm

Fostik wrote:This is a very dangerous addition, as there are always several ways to elevate permissions using mistakes of base planning or poorly tested new features, big no.

I understand. This proposal is actually just one part. Next up is a proposal about thieves, which will further undermine base security. And a proposal about prisons and captivity.

And a couple of other proposals to attract more players to PvP and increase interest (which I wrote about in this thread in response to your post, which was deleted by the time I finished writing it).

But at the same time, in my opinion, it will make the game interesting. Instead of the two camps of "farmers/hermits" and "PvPers," new groups and relationships between them will emerge.
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Re: Palisade (fence) locks can be picked

Postby Regulus2424 » Sun Apr 19, 2026 10:15 pm

serVar161 wrote:Next up is a proposal about thieves, which will further undermine base security.

nah this guy has to be someone's psyop it's not even funny anymore
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Re: Palisade (fence) locks can be picked

Postby r0ck4ev3r » Mon Apr 20, 2026 12:29 am

No- whoever's alt this is, the shit posting isn't even funny anymore.
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Re: Palisade (fence) locks can be picked

Postby Luno » Mon Apr 20, 2026 1:32 am

The funniest part of this is that it would change nothing.
Most players put a fence behind the gates anyways, now eveyrone would do that cause u cant open the gate while under visitor debuff even if they have no luck.

Meaningless proposal, tbh.
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Re: Palisade (fence) locks can be picked

Postby magnet » Mon Apr 20, 2026 2:06 am

i think he might be real
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Re: Palisade (fence) locks can be picked

Postby serVar161 » Mon Apr 20, 2026 4:56 am

Luno wrote:The funniest part of this is that it would change nothing.
Most players put a fence behind the gates anyways, now eveyrone would do that cause u cant open the gate while under visitor debuff even if they have no luck.

Meaningless proposal, tbh.

Yes, I didn't mention this point, since it's part of a larger proposal and the change to the guest buff is in another part of the proposal (about the thief).

But in short, why not allow hacking (and a little stealing, but more on that later) while being buffed by a guest? While leaving traces. Such a cheeky and curious guest.

A good lock will delay a burglar for a long time. But what if there are multiple locks? That means you can protect yourself from it, but there will still be a way to break in. If you train hard enough, or if the locks are weak.
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Re: Palisade (fence) locks can be picked

Postby serVar161 » Mon Apr 20, 2026 12:29 pm

r0ck4ev3r wrote:No- whoever's alt this is, the shit posting isn't even funny anymore.

What's wrong?
Some of the game's mechanics, locks and hacking, aren't used. An entire attribute, stealth, has practically disappeared from the game. I've suggested a way to bring them back.

Also, some players complain that people don't want to fight, only dig in their gardens, while others complain that crazy people are running around killing everyone. And the entry level to PvP is high. This is all due to the lack of a "middle" class.

Some criminals start with assault and murder—but these are "crazy psychos." Most start small. Infiltration, theft, and then it's not far to robbery. Once they gain experience with burglary, they won't be satisfied with that and will move on to robbery. From robbery to murder is just one step.

Also, fighting thieves can force people to start leveling up their combat skills or at least master archery. Fighting a thief on your own territory is safer (but not guaranteed) than being attacked elsewhere. The thief won't be able to attack due to the guest's buff, and only the hosts will decide what to do—slap their hands and push them away, or punch them in the face, possibly to death. Or watch the thief leave with their item.

Also, when they build defenses against thieves, they will protect the base from siege to some extent. Even by simply hiding in a house with a reliable lock designed to prevent thieves.

Also, some don't want to kill, but want to commit petty crimes—simply break into someone's house, stroll through it, and see how people live. But there is no such possibility. And that's strange.
Either be law-abiding or attack others. I just liked my neighbor's hat and want to steal it. Or take a closer look at what's there - but the area is large, and I can't see it because of the fence.

All this will only cost the installation of good locks.
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Re: Palisade (fence) locks can be picked

Postby Regulus2424 » Mon Apr 20, 2026 12:50 pm

He's got a point tbh, I don't think I've ever seen the so-called "hacking mechanic". Perhaps some insight can be provided here. :?
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