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Locks and lockpicks
06-22-2011, 12:46,
Post: #11
RE: Locks and lockpicks
I am sceptical about this idea since I am a lover of Redstone locks on doors and such, and could simply build a complicated lock.... Which people unfortunately would grief through and the whole thing would be a waste of time.

But, not all players may be that good with redstone, so I support this idea. The only problem is, as The Black Sun here graciously poined out, that people can combat log. I think this should be banned, because since when did people just dissapear when they did not want to fight?

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06-22-2011, 15:35,
Post: #12
RE: Locks and lockpicks
How about if you can lock-pick it say, 5 minutes after they've logged off? Will be interesting to see how this works out.

Tristo, protected chests will be pretty expensive, same with lock-picks.

About gecko's idea, what do you guys think about limited amounts? Maybe that could be a donor privilege, more protected chests..?

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06-22-2011, 16:01, (This post was last modified: 06-22-2011, 16:03 by RobertF.)
Post: #13
RE: Locks and lockpicks
How about fully protected chests for donors and up (or really regular players), and semi-protected for everyone else? I am suggesting this because you wanted thieves to have an aspect in the game, but thieves typically work together, in which case a shared chest would be impossible if only one can access it. In other words, how about a simple passcode type lock, where you need to know the passcode (or password) to open it. This would allow skill in finding out the password/gaining trust, but would also give a level of security to the game. The chests could also be shared by using this passcode, and as far as I know, I don't believe it would be too hard to implement. As I said before, we could have passcode/password enabled chests for donors and up (or very regular players if you want)

Edit: And if you don't want to use my idea, then maybe you could sell the lock-picks for a high price in Mavenholm, this would increase traffic to the city, and would make it hard for everyone to steal.
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06-22-2011, 16:30,
Post: #14
RE: Locks and lockpicks
Passwords is a very bad idea tbh. No one would spend hours on brute forcing a password. We don't want full protection, you should be able to steal even though it's hard. Brute forcing a password is very easy to do and doesn't require any skill. It just puts a big load on the server.

If we were to have more access to the client sided code maybe we could have special key items. Keys could be copied by the owner and given out to friends. They're a physical item so you have to carry around with it. You can lose the key if you are killed.

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06-22-2011, 18:06,
Post: #15
RE: Locks and lockpicks
YES, is that even possible? I would love to see a physical key to come along with the lock you bought. You lose the key, you go crazy, as you would in real life, unless you were lucky enough to pay for a copy of that key.

Lots and lots of rp potential here.
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06-22-2011, 18:44,
Post: #16
RE: Locks and lockpicks
(06-22-2011, 18:06)Android Wrote: YES, is that even possible? I would love to see a physical key to come along with the lock you bought. You lose the key, you go crazy, as you would in real life, unless you were lucky enough to pay for a copy of that key.

Lots and lots of rp potential here.

(06-22-2011, 16:30)yottabyte Wrote: If we were to have more access to the client sided code maybe we could...

No, it is not possible without client mods. I have an idea how you could do it only using server plugins tho... Suspicious

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06-22-2011, 20:29,
Post: #17
RE: Locks and lockpicks
Hes right. We would have to add another item.
The game would have to keep track of who has what key and also it would have to be a command such as
/keyring and each chest would have a number... such as a map. The killing would be possible but it would be a pain to code and also inconvient with this

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06-22-2011, 21:12,
Post: #18
RE: Locks and lockpicks
I was thinking maybe you could have maps that aren't maps but just say "Chest key #XXX". The Bukkit API doesn't support custom maps yet though.

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06-22-2011, 22:45,
Post: #19
RE: Locks and lockpicks
Hmm, That may work Yotta. But wouldn't you have to find some way to stop some person from constantly making the same map. I create a map Chest key #001, then say Tristo creates a map Chest key #001, Since it is his first key. Coding to counter act this i'm guessing?
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06-22-2011, 22:48,
Post: #20
RE: Locks and lockpicks
(06-22-2011, 22:45)Cell Wrote: Hmm, That may work Yotta. But wouldn't you have to find some way to stop some person from constantly making the same map. I create a map Chest key #001, then say Tristo creates a map Chest key #001, Since it is his first key. Coding to counter act this i'm guessing?

Each chest has an unique ID. When you buy a lock you also get a key. These have the same ID.

Now of course, this is just ramblings. It probably won't work at all lol

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