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Lockpicking V2 [Vote Please]

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Lockpicking v2  

16 members have voted

  1. 1. How about this system?

    • Yes.
    • No (Why)
    • Needs Work (Please Suggest Changes)


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Bringing back lockpicking for Vailor

 

Lockpicking, rather than having players limited to 3 of whatever, would be based on an in-game item called a lockpicking set. Lockpicking set would be 10 renamed iron ingots. For this I think we should utilize the ET warehouse, having moderator approved “lockpicking sets” of 10 lockpicks that ET/GMs can sell. I generally think encouraging staff as a medium of purchasing items and materials that are considered “rare” is a good idea. Also so people can't pull lockpicks out of their asses.


 

Lockpicking

Door Roll- 10 or higher / Iron Door Roll - 15 or higher

Chest roll - 15 or higher

 

A player may only search a chest if they are trying to find a specific RP item that they have knowledge of. They can not search chests in a PvP raid with more than 5 players, or in a PvP raid at all. This does not count if the RP begins as an in rp sneak in and develops into PvP default later.. They can not take items such as logs, iron, or any other general materials. Or any non-specific RP weapons or armor. This would encourage Thief roleplay while preventing a system that "supports" the general pvp attitude.

 

Modreq for it, when they fail, lockpick breaks. When they run out of lockpicks, they’re done. Max 3 lockpicking players at a time.

48 hour cooldown on lockpicking and lockbreaking.  Something like a thread in the GM section would suffice. With a time (probably in some standard zone) Gms would be responsible for editing it/removing it once time is up. It’s not that hard.

 

Lock Breaking

I feel as though lock breaking should be a LOT harder.

Door roll -17 or higher / Iron Door Roll - 19 or higher

Chest roll- 17 or higher (chance to ruin items, if they get a low enough roll, can not try again)

3 tries per item, 3 items total (Item- Door/Chest/Trap Door)

Once again, thread used for cooldown.

 

Please vote and or offer suggestions!

 

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Doors are an exception because there are some circumstances where RP and general villainy can occur after overcoming them. Chests are a different story. Considering locked chests are a donation perk, one that players pay actual money for, and in most cases donating solely to get that perk - it shouldn't be touched any further than it is already with doors. You go from a donation perk, to a gamble, relying on the roll system to be on your side when you in most cases are in fact offline.

Maybe if the chest lock picking was amended to include that the owner of the chest had to at least be online (not present, online), this would be something I could get behind.

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If this is implemented, I would like this to only apply to RP items.

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Personally I would like to see higher rolls required, as this is a 1/4 chance.

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Doors are an exception because there are some circumstances where RP and general villainy can occur after overcoming them. Chests are a different story. Considering locked chests are a donation perk, one that players pay actual money for, and in most cases donating solely to get that perk - it shouldn't be touched any further than it is already with doors. You go from a donation perk, to a gamble, relying on the roll system to be on your side when you in most cases are in fact offline.

 

 

This basically. People donate for the perk of being able to secure their items, so it renders the ability pointless if people can still get to them.

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Voted the third option. It's a yes from me conditional on the following changes:

 

-Little bit higher difficulty for lockpicking doors.

-No lockpicking chests, they're a donor perk as mentioned above.

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Moved to the Archive. It shall be sorted into the appropriate category shortly.

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