Change the Locks

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

Re: Change the Locks

Postby Jackard » Sun Apr 10, 2011 9:05 am

theTrav wrote:however from what I've seen the devs like the idea of keys existing, so people can steal em etc

i dont remember seeing a dev response to the suggestion, do you have link
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Re: Change the Locks

Postby Oddity » Sun Apr 10, 2011 10:54 am

theTrav wrote:I worked it out today, and in order to bash down my own gate, which I can't close, I am going to be doing 2 damage a strike to it.

Even if you insist on being a hermit, a single fresh alt already adds 3 damage to that. Throw a bear cape and/or BTT on him and he'll have even more. If your computer can handle even more H&H instances running at once, you could be doing over 10 damage per tick quite easily.

And I believe palisade HP may be 5000 now but I am not sure.
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Re: Change the Locks

Postby novaalpha » Sun Apr 10, 2011 11:37 am

But but but keys are so fun. Come on.
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Re: Change the Locks

Postby Jackard » Sun Apr 10, 2011 8:22 pm

keys are a mechanic designed not to be used! can you deny this is senseless??

logging into a keyalt every time you dont have the luxury of teleportation is fucking annoying
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Re: Change the Locks

Postby theTrav » Sun Apr 10, 2011 10:08 pm

Jackard wrote:
theTrav wrote:however from what I've seen the devs like the idea of keys existing, so people can steal em etc

i dont remember seeing a dev response to the suggestion, do you have link


viewtopic.php?f=5&t=11657&p=127597&hilit=keys#p127597

jorb wrote:I like the present keyhandling system, the only problem with it is that it doesn't work.

Alts will always be available, and I see no reason to discourage the use of alts per se. Game mechanics that incentivize the use of alts in undesired ways (as vaults, for example) should be changed to remove or lessen those incentives, but there's no reason to fight alting "just because". The dichotomy between alt and main is not necessarily even meaningful. The ease of alting stems from the ease of character creation in general. Account registration and character creation are (or aim to be) quick and easy processes by design.


Ok, so I might have read it wrong, but what I get from that post is that, while they accept that key's don't currently work, they like the fact that they're there, and will be looking for ways to make it work, rather than ways to remove them.

That's why I'm posting a way to make them less shit
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Re: Change the Locks

Postby Jackard » Sun Apr 10, 2011 10:30 pm

it would seem to me their acknowledgement that the system doesnt work and desire to lessen the attractiveness of altvaulting (which keys depend on) is hardly a mark in favor of keys
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Re: Change the Locks

Postby cobaltjones » Sun Apr 10, 2011 10:33 pm

For what it's worth, I too remember a specific dev comment about wanting to keep keys simple for the fact that they could be stolen, but I can't find any particular post about it.
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Re: Change the Locks

Postby Jackard » Sun Apr 10, 2011 10:34 pm

the only post i recall of that nature was winterbrass shitting up my village permissions thread. been a while though, so I may have forgotten (if I didn't miss it to begin with)
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Re: Change the Locks

Postby cobaltjones » Sun Apr 10, 2011 10:41 pm

Here you go.

viewtopic.php?f=5&t=11657&p=127597&hilit=keys#p127597

jorb wrote:It would be if it worked. ;)

In theory I like the idea of catching a villager out afield and then using him/her to gain access to his/her village. The fate of the whole village riding on one card kind of appeals to me. The problem with said mechanic is obviously that the effect it has is to make both gates and keys security risks that one simply cannot afford to take. When my friend came to live with me at my place I had to have her live outside of my fortress, because I couldn't run the risk of having her be murdered and her key stolen. Naturally, that sucks. Gates/keys should not be quite the gaping security holes that they are today.

http://en.wikipedia.org/wiki/Keys_to_th ... o_the_City
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Re: Change the Locks

Postby Jackard » Sun Apr 10, 2011 10:43 pm

Well again, that is another post where jorb states he likes the concept but admits in practice gates and keys simply don't function as intended.

Permissions would naturally increase the usage of gates, and people taking advantage of carelessness would still occur. (Although the removal of stealth makes this more difficult. In earlier worlds you could hide behind stuff like trees while waiting for an opening.)
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