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Locks and lockpicks
12-03-2011, 19:10,
Post: #41
RE: Locks and lockpicks
It's called Spout Tongue
And it works on macs.
And no one wants us to force the use of Spoutcraft, so that isn't possible.

What you guys don't seem to understand is that the major part of this plugin is the protection while you're offline. In 90% of cases, people are raided while offline.[citation needed]

We're still discussing the leveling and success rates in the admin forums.

I'm not sure where you heard that we're going to make block placement above chests illegal. That is also being discussed, as there are many work arounds for that.

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12-03-2011, 19:19,
Post: #42
RE: Locks and lockpicks
OK so I read through a lot of the posts and thought of this. Oh BTW crash spout works on macs Mellow

Ok so you want to lock a chest. You could do /buy ironlock (or something to that effect). Then your character would have one "iron lock" in possession. (You would have a database with all the character names and then a number for each amt. of lock). Now when you wanted to apply that lock you would do /lock iron (or something to the effect). The next chest you opened would have the lock applied. This lock would have 100% durability.

Now for the picking. When you use a stone hoe on it, it would take a low amt. of durability off and would require a "cooldown" (this simulates you actually trying to pick the lock). If you used a iron hoe it would take more durability off per use. Diamond more, and gold more etc.

This would be very cool in my opinion. It would still make giant locks useful because you would want to keep them away from your locks so not as to lower the durability.
Oh and you might want to make it so everyday you don't open the chest the durability goes down, because then if you come to an abandoned town there aren't a ton of hard to open chests, when the locks would have rusted off.

Any comments and suggestions would be appreciated. Now back to working on my computer. Tongue
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12-03-2011, 19:22,
Post: #43
RE: Locks and lockpicks
If you add a levelling system for lockpicking this is just going to become a theft server - nobody will trust anybody (actually, that's how it's gonna be with lockpicks regardless).

And how exactly does it protect us when we're online? I don't see why it should be any less pickable whether we're online or not. If anything, that defeats realistic RP as much as any block above a chest ever did.

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12-03-2011, 19:23, (This post was last modified: 12-03-2011, 19:23 by Cell.)
Post: #44
RE: Locks and lockpicks
Not sure about the first part. But I like the idea of rusting, with some tweaks. Such as If I was to go on vacation for a week. Instead make it after a certain time of inactivity (Two Weeks, Etc.), just have the lock rust and fall off.

Crash. If you read before. When your offline for twenty minutes or so, lock are un-pickable.
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12-03-2011, 19:24,
Post: #45
RE: Locks and lockpicks
:megusta:

(08-21-2012, 03:16)Cerce Wrote: Molesting children is just a bonus.
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12-03-2011, 19:28, (This post was last modified: 12-03-2011, 19:31 by Crashlander04.)
Post: #46
RE: Locks and lockpicks
(12-03-2011, 19:23)Cell Wrote: Crash. If you read before. When your offline for twenty minutes or so, lock are un-pickable.

I did read that, that's not very realistic at all.

Also, with Ian's idea of having locks as separate entities - what about iron doors? Should those too not be pickable too seen as we're compromising all safety of our players?

Actually, while we're at it, instead of block protection let's let other players be able to break into our buildings through walls and windows - it's unrealistic to think that a building can't be broken into.
Oh, and let's remove the block aspect from the game, that wasn't in medieval or steampunk eras either.

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12-03-2011, 19:33,
Post: #47
RE: Locks and lockpicks
(12-03-2011, 19:28)Crashlander04 Wrote:
(12-03-2011, 19:23)Cell Wrote: Crash. If you read before. When your offline for twenty minutes or so, lock are un-pickable.

I did read that, that's not very realistic at all.

Also, with Ian's idea of having locks as separate entities - what about iron doors? Should those too not be pickable too seen as we're compromising all safety of our players?

Actually, while we're at it, instead of block protection let's let other players be able to break into our buildings through walls and windows - it's unrealistic to think that a building can't be broken into.

Ohhhhh :megusta: locked iron doors, except I don't know how that would work seeing as how you have to provide red-stone input to the door to open it, and how would you track who did that? U can't (I think).
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12-03-2011, 19:56,
Post: #48
RE: Locks and lockpicks
I see Crash, you would prefer having no sort of lock protection at all then? What

I would also like to make this clear: we are not aiming to be as realistic as possible. However, we want stealing to be possible while still keeping it fun for everyone. From personal experience, I can tell you that 2.0 raids sucked for the nomads. There was no way to protect your stuff and it would be stolen within a week unless you hid it under layers of smooth stone.

Making them fully protected when the player is offline makes perfect sense. There is no way you can be realistic in that area, since people can't be on Minecraft 24/7.

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12-03-2011, 20:37,
Post: #49
RE: Locks and lockpicks
Well then, is that not the disadvantage of being a nomad? If you're going to protect their chests, why not simply give everybody block protection?

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12-03-2011, 20:40,
Post: #50
RE: Locks and lockpicks
(12-03-2011, 20:37)Crashlander04 Wrote: Well then, is that not the disadvantage of being a nomad? If you're going to protect their chests, why not simply give everybody block protection?

(12-03-2011, 19:56)yottabyte Wrote: However, we want stealing to be possible while still keeping it fun for everyone.

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